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Searched refs:Vec3 (Results 1 – 25 of 108) sorted by relevance

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/external/deqp/modules/gles2/accuracy/
Des2aVaryingInterpolationTests.cpp44 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()
68Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2… in renderReference()
69Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2… in renderReference()
70Vec3 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;
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/external/deqp/modules/gles3/accuracy/
Des3aVaryingInterpolationTests.cpp47 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()
71Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2… in renderReference()
72Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2… in renderReference()
73Vec3 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;
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/external/llvm/test/CodeGen/ARM/
D2009-11-30-LiveVariablesBug.ll6 …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]
/external/deqp/modules/gles3/functional/
Des3fShaderTextureFunctionTests.cpp115 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()
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Des3fFboStencilbufferTests.cpp41 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()
Des3fDepthTests.cpp205 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()
Des3fFboInvalidateTests.cpp46 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()
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Des3fFboDepthbufferTests.cpp41 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()
Des3fFboRenderTest.cpp48 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()
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Des3fClippingTests.cpp320 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()
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Des3fFboMultisampleTests.cpp46 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()
/external/deqp/modules/glshared/
DglsLongStressTestUtil.cpp31 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()
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DglsTextureTestUtil.cpp179 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()
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/external/deqp/framework/common/
DtcuTexLookupVerifier.hpp104 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 …]
DtcuTexCompareVerifier.hpp56 … 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…
/external/deqp/modules/gles2/functional/
Des2fDepthTests.cpp202 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()
Des2fShaderAlgorithmTests.cpp188 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()
Des2fFboRenderTest.cpp49 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 …]
Des2fClippingTests.cpp317 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()
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/external/deqp/framework/opengl/simplereference/
DsglrContextUtil.hpp34 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);
DsglrContextUtil.cpp31 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()
/external/deqp/framework/referencerenderer/
DrrFragmentOperations.cpp29 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 …]
/external/deqp/modules/gles2/scripts/
Dgenutil.py205 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 …]
/external/ceres-solver/examples/
Dlibmv_homography.cc73 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()
/external/deqp/modules/gles31/scripts/
Dgenutil.py218 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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