/external/deqp/modules/gles2/accuracy/ |
D | es2aVaryingInterpolationTests.cpp | 44 using tcu::Vec3; 58 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, floa… in projectedTriInterpolate() 63 …rfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias) in renderReference() 68 …Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2… in renderReference() 69 …Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2… in renderReference() 70 …Vec3 triB[2] = { Vec3(coords[0*3+2], coords[1*3+2], coords[2*3+2]), Vec3(coords[3*3+2], coords[2… in renderReference() 71 tcu::Vec3 triW[2] = { wCoord.swizzle(0, 1, 2), wCoord.swizzle(3, 2, 1) }; in renderReference() 100 … name, const char* desc, glu::Precision precision, const tcu::Vec3& minVal, const tcu::Vec3& maxVa… 107 tcu::Vec3 m_min; 108 tcu::Vec3 m_max; [all …]
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/external/deqp/modules/gles3/accuracy/ |
D | es3aVaryingInterpolationTests.cpp | 47 using tcu::Vec3; 61 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, floa… in projectedTriInterpolate() 66 …rfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias) in renderReference() 71 …Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2… in renderReference() 72 …Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2… in renderReference() 73 …Vec3 triB[2] = { Vec3(coords[0*3+2], coords[1*3+2], coords[2*3+2]), Vec3(coords[3*3+2], coords[2… in renderReference() 74 tcu::Vec3 triW[2] = { wCoord.swizzle(0, 1, 2), wCoord.swizzle(3, 2, 1) }; in renderReference() 103 … name, const char* desc, glu::Precision precision, const tcu::Vec3& minVal, const tcu::Vec3& maxVa… 110 tcu::Vec3 m_min; 111 tcu::Vec3 m_max; [all …]
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/external/llvm/test/CodeGen/ARM/ |
D | 2009-11-30-LiveVariablesBug.ll | 6 …c" = type { %"lsm", %"Vec3", %"av"*, float, i8, float, %"lsm", i8, %"Vec3", %"Vec3", %"Vec3", floa… 7 %"lsm" = type { %"als", %"Vec3", %"Vec3", %"Vec3", %"Vec3" } 8 %"Vec3" = type { float, float, float } 10 define arm_aapcs_vfpcc void @foo(%"c"* %this, %"Vec3"* nocapture %adjustment) { 24 %0 = call arm_aapcs_vfpcc %"Vec3" undef(%"lsm"* undef) ; <%"Vec3"> [#uses=1] 25 %mrv_gr69 = extractvalue %"Vec3" %0, 1 ; <float> [#uses=1]
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/external/deqp/modules/gles3/functional/ |
D | es3fShaderTextureFunctionTests.cpp | 115 tcu::Vec3 minDX; 116 tcu::Vec3 maxDX; 117 tcu::Vec3 minDY; 118 tcu::Vec3 maxDY; 145 const tcu::Vec3& minDX_, in TextureLookupSpec() 146 const tcu::Vec3& maxDX_, in TextureLookupSpec() 147 const tcu::Vec3& minDY_, in TextureLookupSpec() 148 const tcu::Vec3& maxDY_, in TextureLookupSpec() 234 using tcu::Vec3; 590 Vec3 sx = m_lookupSpec.maxDX-m_lookupSpec.minDX; in init() [all …]
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D | es3fFboStencilbufferTests.cpp | 41 using tcu::Vec3; 112 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, … in render() 115 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +… in render() 124 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.… in render() 130 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.… in render() 209 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, … in render() 212 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +… in render() 221 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.… in render() 227 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.… in render()
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D | es3fDepthTests.cpp | 205 using tcu::Vec3; in render() 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render() 234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render() 239 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f)); in render() 242 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f), Vec3(1.0f, 0.0f, 0.3f)); in render() 247 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 250 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); in render()
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D | es3fFboInvalidateTests.cpp | 46 using tcu::Vec3; 160 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 171 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 194 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 247 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 257 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 266 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 289 …sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)… in render() 326 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 343 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() [all …]
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D | es3fFboDepthbufferTests.cpp | 41 using tcu::Vec3; 107 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 128 …sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)… in render() 204 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 210 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 215 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 290 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 295 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render()
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D | es3fFboRenderTest.cpp | 48 using tcu::Vec3; 579 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); in render() 585 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); in render() 596 sglr::drawQuad(context, texFromFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 685 sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 693 sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 698 sglr::drawQuad(context, texShaderID, Vec3(0.5f, 0.5f, 0.5f), Vec3(1.0f, 1.0f, 0.5f)); in render() 715 sglr::drawQuad(context, flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 727 sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 830 sglr::drawQuad(context, shaderID, Vec3(-0.9f, -0.9f, 0.0f), Vec3(0.9f, 0.9f, 0.0f)); in render() [all …]
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D | es3fClippingTests.cpp | 320 tcu::Vec3 IVec3ToVec3 (const tcu::IVec3& v) in IVec3ToVec3() 322 return tcu::Vec3((float)v.x(), (float)v.y(), (float)v.z()); in IVec3ToVec3() 352 bool twoPointClippedTriangleInvisible(const tcu::Vec3& p, const tcu::IVec3& dir1, const tcu::IVec3&… in twoPointClippedTriangleInvisible() 1185 … rr::WindowRectangle& viewport, const tcu::Vec3& d1, const tcu::Vec3& d2, const tcu::Vec3& center_… 1188 …ion, const rr::WindowRectangle& viewport, const tcu::Vec3& d1, const tcu::Vec3& d2, const tcu::Vec… in QuadFillTest() 1249 const tcu::Vec3 corner; in TriangleFanFillTest() 1250 const tcu::Vec3 entryPoint; in TriangleFanFillTest() 1251 const tcu::Vec3 exitPoint; in TriangleFanFillTest() 1254 { tcu::Vec3( 1, 1, 1), tcu::Vec3( 0, 1, 1), tcu::Vec3( 1, 0, 1) }, in TriangleFanFillTest() 1255 { tcu::Vec3( 1,-1, 1), tcu::Vec3( 1, 0, 1), tcu::Vec3( 1,-1, 0) }, in TriangleFanFillTest() [all …]
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D | es3fFboMultisampleTests.cpp | 46 using tcu::Vec3; 137 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 163 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(x0, y0, z0), Vec3(x1, y1, z1)); in render() 194 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, d), Vec3(1.0f, 1.0f, d)); in render() 218 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render()
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/external/deqp/modules/glshared/ |
D | glsLongStressTestUtil.cpp | 31 using tcu::Vec3; 128 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f))); in generateBufferContext() 163 …context.attributes.push_back(gls::VarSpec("a_position", Vec3(-positionFactor), Vec3(position… in generateTextureContext() 232 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f))); in generateBufferAndTextureContext() 385 context.attributes.push_back(gls::VarSpec("a_normal${NS}", Vec3(-1.0f), Vec3(1.0f))); in generateFragmentPointLightContext() 388 …context.uniforms.push_back(gls::VarSpec("u_material${NS}.ambientColor", Vec3(0.0f), Vec3(1.… in generateFragmentPointLightContext() 390 …context.uniforms.push_back(gls::VarSpec("u_material${NS}.emissiveColor", Vec3(0.0f), Vec3(1.… in generateFragmentPointLightContext() 391 …context.uniforms.push_back(gls::VarSpec("u_material${NS}.specularColor", Vec3(0.0f), Vec3(1.… in generateFragmentPointLightContext() 394 context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].color", Vec3(0.0f), Vec3(1.0f))); in generateFragmentPointLightContext() 396 …context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].direction", Vec3(-1.0f), Vec3(1.0f)… in generateFragmentPointLightContext() [all …]
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D | glsTextureTestUtil.cpp | 179 inline float triangleInterpolate (const tcu::Vec3& v, float x, float y) in triangleInterpolate() 235 …eNonProjectedTriLod (LodMode mode, const tcu::IVec2& dstSize, deInt32 srcSize, const tcu::Vec3& sq) in computeNonProjectedTriLod() 273 …de, const tcu::IVec2& dstSize, const tcu::IVec2& srcSize, const tcu::Vec3& sq, const tcu::Vec3& tq) in computeNonProjectedTriLod() 314 …Vec2& dstSize, const tcu::IVec3& srcSize, const tcu::Vec3& sq, const tcu::Vec3& tq, const tcu::Vec… in computeNonProjectedTriLod() 328 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, floa… in projectedTriInterpolate() 333 static inline float triDerivateX (const tcu::Vec3& s, const tcu::Vec3& w, float wx, float width, fl… in triDerivateX() 339 static inline float triDerivateY (const tcu::Vec3& s, const tcu::Vec3& w, float wy, float height, f… in triDerivateY() 346 static float computeProjectedTriLod (LodMode mode, const tcu::Vec3& u, const tcu::Vec3& projection,… in computeProjectedTriLod() 356 …loat computeProjectedTriLod (LodMode mode, const tcu::Vec3& u, const tcu::Vec3& v, const tcu::Vec3… in computeProjectedTriLod() 368 …teProjectedTriLod (LodMode mode, const tcu::Vec3& u, const tcu::Vec3& v, const tcu::Vec3& w, const… in computeProjectedTriLod() [all …]
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/external/deqp/framework/common/ |
D | tcuTexLookupVerifier.hpp | 104 Vec2 computeCubeLodBoundsFromDerivates (const Vec3& coord, const Vec3& coordDx, const Vec3& coordD… 110 …ew& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2&… 112 …iew& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2&… 113 …ew& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2&… 124 …sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const Vec3& coord, const Vec4&… 125 …pler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const IVec4… 126 …pler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const UVec4… 134 …iew& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, int compone… 135 …w& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int compone… 136 …w& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int compone… [all …]
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D | tcuTexCompareVerifier.hpp | 56 … texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2&… 57 …& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2&… 60 …& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const IVec2… 62 … texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, float cmpRe…
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/external/deqp/modules/gles2/functional/ |
D | es2fDepthTests.cpp | 202 using tcu::Vec3; in render() 220 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 228 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render() 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render() 236 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f)); in render() 239 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f), Vec3(1.0f, 0.0f, 0.3f)); in render() 244 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 247 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); in render()
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D | es2fShaderAlgorithmTests.cpp | 188 Vec3 rgb = Vec3(L); in init() 200 if (sextant == 0) rgb = Vec3(v, mid1, m); in init() 201 else if (sextant == 1) rgb = Vec3(mid2, v, m); in init() 202 else if (sextant == 2) rgb = Vec3(m, v, mid1); in init() 203 else if (sextant == 3) rgb = Vec3(m, mid2, v); in init() 204 else if (sextant == 4) rgb = Vec3(mid1, m, v); in init() 205 else rgb = Vec3(v, m, mid2); in init() 242 Vec3 hsl; in init() 245 hsl = Vec3(0.0f, 0.0f, L); in init() 261 hsl = Vec3(H, S, L); in init()
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D | es2fFboRenderTest.cpp | 49 using tcu::Vec3; 710 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 788 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); in render() 791 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 1.0f), Vec3(1.0f, 1.0f, -1.0f)); in render() 803 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 882 sglr::drawQuad(context, singleTexShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 905 sglr::drawQuad(context, mixShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 971 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 979 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 1042 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() [all …]
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D | es2fClippingTests.cpp | 317 tcu::Vec3 IVec3ToVec3 (const tcu::IVec3& v) in IVec3ToVec3() 319 return tcu::Vec3((float)v.x(), (float)v.y(), (float)v.z()); in IVec3ToVec3() 349 bool twoPointClippedTriangleInvisible(const tcu::Vec3& p, const tcu::IVec3& dir1, const tcu::IVec3&… in twoPointClippedTriangleInvisible() 1181 … rr::WindowRectangle& viewport, const tcu::Vec3& d1, const tcu::Vec3& d2, const tcu::Vec3& center_… 1184 …ion, const rr::WindowRectangle& viewport, const tcu::Vec3& d1, const tcu::Vec3& d2, const tcu::Vec… in QuadFillTest() 1245 const tcu::Vec3 corner; in TriangleFanFillTest() 1246 const tcu::Vec3 entryPoint; in TriangleFanFillTest() 1247 const tcu::Vec3 exitPoint; in TriangleFanFillTest() 1250 { tcu::Vec3( 1, 1, 1), tcu::Vec3( 0, 1, 1), tcu::Vec3( 1, 0, 1) }, in TriangleFanFillTest() 1251 { tcu::Vec3( 1,-1, 1), tcu::Vec3( 1, 0, 1), tcu::Vec3( 1,-1, 0) }, in TriangleFanFillTest() [all …]
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/external/deqp/framework/opengl/simplereference/ |
D | sglrContextUtil.hpp | 34 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 36 …adWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 37 …ithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
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D | sglrContextUtil.cpp | 31 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) in drawQuad() 44 …QuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) in drawQuadWithVaoBuffers() 114 …WithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) in drawQuadWithClientPointers()
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/external/deqp/framework/referencerenderer/ |
D | rrFragmentOperations.cpp | 29 using tcu::Vec3; 318 … m_sampleRegister[regSampleNdx].FACTOR_NAME = clamp((FACTOR_EXPRESSION), Vec3(0.0f), Vec3(1.0f)); \ in executeBlendFactorComputeRGB() 325 case BLENDFUNC_ZERO: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(0.0f)) break; \ in executeBlendFactorComputeRGB() 326 case BLENDFUNC_ONE: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f)) break; \ in executeBlendFactorComputeRGB() 328 …case BLENDFUNC_ONE_MINUS_SRC_COLOR: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f) - src.s… in executeBlendFactorComputeRGB() 330 …case BLENDFUNC_ONE_MINUS_DST_COLOR: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f) - dst.s… in executeBlendFactorComputeRGB() 331 …case BLENDFUNC_SRC_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(src.w())) break… in executeBlendFactorComputeRGB() 332 …case BLENDFUNC_ONE_MINUS_SRC_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f - src.w(… in executeBlendFactorComputeRGB() 333 …case BLENDFUNC_DST_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(dst.w())) break… in executeBlendFactorComputeRGB() 334 …case BLENDFUNC_ONE_MINUS_DST_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f - dst.w(… in executeBlendFactorComputeRGB() [all …]
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/external/deqp/modules/gles2/scripts/ |
D | genutil.py | 205 def toVec3(self): return Vec3(self.x, self.x, self.x) 263 elif isinstance(val, Vec3): 264 return Vec3(self.x * val.x, self.x * val.y, self.x * val.z) 275 elif isinstance(val, Vec3): 276 return Vec3(self.x / val.x, self.x / val.y, self.x / val.z) 288 elif (len(lst) == 3): return Vec3(lst[0], lst[1], lst[2]) 321 def toVec3(self): return Vec3(self.x, self.y, 0.0) 394 class Vec3(Vec): class 401 def applyUnary(self, func): return Vec3(func(self.x), func(self.y), func(self.z)) 402 …def applyBinary(self, func, other): return Vec3(func(self.x, other.x), func(self.y, other.y), func… [all …]
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/external/ceres-solver/examples/ |
D | libmv_homography.cc | 73 typedef Eigen::Vector3d Vec3; typedef 115 typedef Eigen::Matrix<T, 3, 1> Vec3; in SymmetricGeometricDistanceTerms() typedef 116 Vec3 x(x1(0), x1(1), T(1.0)); in SymmetricGeometricDistanceTerms() 117 Vec3 y(x2(0), x2(1), T(1.0)); in SymmetricGeometricDistanceTerms() 119 Vec3 H_x = H * x; in SymmetricGeometricDistanceTerms() 120 Vec3 Hinv_y = H.inverse() * y; in SymmetricGeometricDistanceTerms() 391 Vec3 homogenous_x1 = Vec3(x1(0, i), x1(1, i), 1.0); in main() 392 Vec3 homogenous_x2 = homography_matrix * homogenous_x1; in main()
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/external/deqp/modules/gles31/scripts/ |
D | genutil.py | 218 def toVec3(self): return Vec3(self.x, self.x, self.x) 297 elif isinstance(val, Vec3): 298 return Vec3(self.x * val.x, self.x * val.y, self.x * val.z) 309 elif isinstance(val, Vec3): 310 return Vec3(self.x / val.x, self.x / val.y, self.x / val.z) 348 elif (len(lst) == 3): return Vec3(lst[0], lst[1], lst[2]) 387 def toVec3(self): return Vec3(self.x, self.y, 0.0) 485 class Vec3(Vec): class 492 def applyUnary(self, func): return Vec3(func(self.x), func(self.y), func(self.z)) 493 …def applyBinary(self, func, other): return Vec3(func(self.x, other.x), func(self.y, other.y), func… [all …]
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