Lines Matching refs:seed

39 …nst char* description, const rsg::ProgramParameters& baseParams, deUint32 seed, bool vertex, bool …  in createRandomShaderCase()  argument
44 params.seed = seed; in createRandomShaderCase()
48 …erCase(context.getTestContext(), context.getRenderContext(), de::toString(seed).c_str(), descripti… in createRandomShaderCase()
72 for (int seed = 0; seed < 100; seed++) in init() local
74 …andomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false)); in init()
75 …andomShaderCase(m_context, "Random expressions in fragment shader", params, seed, false, true)); in init()
76 …derCase(m_context, "Random expressions in vertex and fragment shaders", params, seed, true, true)); in init()
103 for (int seed = 0; seed < 100; seed++) in init() local
105 …andomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false)); in init()
106 …andomShaderCase(m_context, "Scalar conversions in fragment shader", params, seed, false, true)); in init()
107 …derCase(m_context, "Scalar conversions in vertex and fragment shaders", params, seed, true, true)); in init()
132 for (int seed = 0; seed < 50; seed++) in init() local
134 …reateRandomShaderCase(m_context, "Vector swizzles in vertex shader", params, seed, true, false)); in init()
135 …reateRandomShaderCase(m_context, "Vector swizzles in fragment shader", params, seed, false, true)); in init()
160 for (int seed = 0; seed < 50; seed++) in init() local
162 …RandomShaderCase(m_context, "Comparison operators in vertex shader", params, seed, true, false)); in init()
163 …andomShaderCase(m_context, "Comparison operators in fragment shader", params, seed, false, true)); in init()
197 for (int seed = 0; seed < 100; seed++) in init() local
199 …ShaderCase(m_context, "Conditional control flow in vertex shader", params, seed, true, false)); in init()
200 …haderCase(m_context, "Conditional control flow in fragment shader", params, seed, false, true)); in init()
201 …e(m_context, "Conditional control flow in vertex and fragment shaders", params, seed, true, true)); in init()
227 for (int seed = 0; seed < 100; seed++) in init() local
229 …eateRandomShaderCase(m_context, "Trigonometric ops in vertex shader", params, seed, true, false)); in init()
230 …ateRandomShaderCase(m_context, "Trigonometric ops in fragment shader", params, seed, false, true)); in init()
256 for (int seed = 0; seed < 100; seed++) in init() local
258 …reateRandomShaderCase(m_context, "Exponential ops in vertex shader", params, seed, true, false)); in init()
259 …reateRandomShaderCase(m_context, "Exponential ops in fragment shader", params, seed, false, true)); in init()
291 for (int seed = 0; seed < 50; seed++) in init() local
292 …reateRandomShaderCase(m_context, "Texture lookups in vertex shader", params, seed, true, false)); in init()
294 for (int seed = 0; seed < 150; seed++) in init() local
295 …reateRandomShaderCase(m_context, "Texture lookups in fragment shader", params, seed, false, true)); in init()
336 for (int seed = 0; seed < 100; seed++) in init() local
338 …reateRandomShaderCase(m_context, "Texture lookups in vertex shader", params, seed, true, false)); in init()
339 …reateRandomShaderCase(m_context, "Texture lookups in fragment shader", params, seed, false, true)); in init()