/external/deqp/framework/common/ |
D | tcuMatrixUtil.hpp | 61 float s = deFloatSin(radians); in rotationMatrix() 85 float s = deFloatSin(radiansX); in rotationMatrixX() 99 float s = deFloatSin(radiansY); in rotationMatrixY() 113 float s = deFloatSin(radiansZ); in rotationMatrixZ()
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D | tcuVectorUtil.hpp | 427 TCU_DECLARE_VECTOR_UNARY_FUNC(sin, deFloatSin)
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/external/deqp/modules/gles2/functional/ |
D | es2fMultisampleTests.cpp | 518 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in renderPattern() 519 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in renderPattern() 552 renderLine(Vec2(0.0f, 0.0f), Vec2(deFloatCos(angle)*0.95f, deFloatSin(angle)*0.95f), Vec4(1.0f)); in renderPattern() 675 angleSin = deFloatSin(angle); in iterate() 749 angleSin = deFloatSin(angle); in iterate() 929 …Vec3 pt0 (3.0f*deFloatCos(angle + 2.0f*DE_PI*0.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*0.0f/… in renderPattern() 930 …Vec3 pt1 (3.0f*deFloatCos(angle + 2.0f*DE_PI*1.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*1.0f/… in renderPattern() 931 …Vec3 pt2 (3.0f*deFloatCos(angle + 2.0f*DE_PI*2.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*2.0f/… in renderPattern() 997 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in iterate() 998 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in iterate() [all …]
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D | es2fShaderConstExprTests.cpp | 76 …{"sin", "sin(${T} (3.0))", glu::TYPE_FLOAT, 1, 4, glu::TYPE_FLOAT, deFloatSin(3.0f) … in init()
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D | es2fTextureUnitTests.cpp | 322 deFloatCos(rotAngle), -deFloatSin(rotAngle), 0.0f, in MultiTexShader() 323 deFloatSin(rotAngle), deFloatCos(rotAngle), 0.0f, in MultiTexShader()
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D | es2fFlushFinishTests.cpp | 88 v = deFloatSin(v); in busyWait()
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D | es2fRasterizationTests.cpp | 1140 const tcu::Vec2 sideH = quadSide * tcu::Vec2(deFloatCos(rotation), deFloatSin(rotation)); in generateTriangles() 1195 const tcu::Vec2 sideH = quadSide * tcu::Vec2(deFloatCos(rotation), deFloatSin(rotation)); in generateTriangles()
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/external/deqp/modules/gles3/functional/ |
D | es3fMultisampleTests.cpp | 686 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in renderPattern() 687 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in renderPattern() 720 renderLine(Vec2(0.0f, 0.0f), Vec2(deFloatCos(angle)*0.95f, deFloatSin(angle)*0.95f), Vec4(1.0f)); in renderPattern() 837 angleSin = deFloatSin(angle); in iterate() 911 angleSin = deFloatSin(angle); in iterate() 1091 …Vec3 pt0 (3.0f*deFloatCos(angle + 2.0f*DE_PI*0.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*0.0f/… in renderPattern() 1092 …Vec3 pt1 (3.0f*deFloatCos(angle + 2.0f*DE_PI*1.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*1.0f/… in renderPattern() 1093 …Vec3 pt2 (3.0f*deFloatCos(angle + 2.0f*DE_PI*2.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*2.0f/… in renderPattern() 1156 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in iterate() 1157 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in iterate() [all …]
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D | es3fPrimitiveRestartTests.cpp | 314 … float fy = centerY + 0.9f * deFloatSin((float)i*2.0f*DE_PI / (float)numVertices) / (float)numRows; in init() 386 …float fy = centerY + 0.9f * deFloatSin((float)i*2.0f*DE_PI / (float)numArcVertices) / (float)numRo… in init()
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D | es3fShaderConstExprTests.cpp | 77 …{"sin", "sin(${T} (3.0))", glu::TYPE_FLOAT, 1, 4, glu::TYPE_FLOAT, deFloatSin(3.0f) … in init()
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D | es3fFlushFinishTests.cpp | 93 v = deFloatSin(v); in busyWait()
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D | es3fTextureUnitTests.cpp | 430 deFloatCos(rotAngle), -deFloatSin(rotAngle), 0.0f, in MultiTexShader() 431 deFloatSin(rotAngle), deFloatCos(rotAngle), 0.0f, in MultiTexShader()
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D | es3fRasterizationTests.cpp | 1417 const tcu::Vec2 sideH = quadSide * tcu::Vec2(deFloatCos(rotation), deFloatSin(rotation)); in generateTriangles() 1472 const tcu::Vec2 sideH = quadSide * tcu::Vec2(deFloatCos(rotation), deFloatSin(rotation)); in generateTriangles()
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/external/deqp/framework/randomshaders/ |
D | rsgBuiltinFunctions.hpp | 243 return deFloatSin(inVal); in evaluateComp() 317 inMin = deFloatSin(deFloatMax(outMin, rangeMin)); in transformValueRange() 318 inMax = deFloatSin(deFloatMin(outMax, rangeMax)); in transformValueRange()
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/external/deqp/external/vulkancts/modules/vulkan/pipeline/ |
D | vktPipelineInputAssemblyTests.cpp | 474 …n = tcu::Vec4(primitiveSizeX * deFloatCos(stepAngle), primitiveSizeY * deFloatSin(stepAngle), 0.0f… in createBufferData() 482 …eX * deFloatCos(stepAngle * float(primitiveNdx + 1)), primitiveSizeY * deFloatSin(stepAngle * floa… in createBufferData() 783 …eSizeX * deFloatCos(stepAngle * float(primitiveNdx)), primitiveSizeY * deFloatSin(stepAngle * floa… in createBufferData() 792 …eX * deFloatCos(stepAngle * float(primitiveNdx + 1)), primitiveSizeY * deFloatSin(stepAngle * floa… in createBufferData()
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/external/deqp/framework/delibs/debase/ |
D | deMath.h | 138 DE_INLINE float deFloatSin (float a) { return (float)sin(a); } in deFloatSin() function
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/external/deqp/modules/gles31/functional/ |
D | es31fMultisampleTests.cpp | 526 Vec2(deFloatCos(angle0)*0.95f, deFloatSin(angle0)*0.95f), in drawPattern() 527 Vec2(deFloatCos(angle1)*0.95f, deFloatSin(angle1)*0.95f), in drawPattern()
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D | es31fGeometryShaderTests.cpp | 1326 …(vertex->position + tcu::Vec4(deFloatCos(float(invocationID)), deFloatSin(float(invocationID)), 0.… in shadePrimitives() 1328 …const tcu::Vec4 position0 = basePosition + tcu::Vec4(deFloatCos(angle), deFloatSin(angle), 0.0f,… in shadePrimitives() 1329 …const tcu::Vec4 position1 = basePosition + tcu::Vec4(deFloatCos(angle), -deFloatSin(angle), 0.0f,… in shadePrimitives() 1550 …ex->position + tcu::Vec4(deFloatCos(l_angle) * (l_radius - 0.1f), deFloatSin(l_angle) * … in shadePrimitives() 1551 …ex->position + tcu::Vec4(deFloatCos(l_angle+0.1f) * l_radius, deFloatSin(l_angle+0.1f) * … in shadePrimitives() 1552 …ex->position + tcu::Vec4(deFloatCos(l_angle-0.1f) * l_radius, deFloatSin(l_angle-0.1f) * … in shadePrimitives() 1568 …osition = vertex->position + tcu::Vec4(deFloatCos(l_angle) * l_radius, deFloatSin(l_angle) * l_rad… in shadePrimitives() 1578 …output.EmitVertex(basePosition + tcu::Vec4(deFloatCos(subAngle) * 0.1f, deFloatSin(subAngle) * 0.… in shadePrimitives() 1579 …output.EmitVertex(basePosition + tcu::Vec4(deFloatCos(subAngle) * 0.1f, deFloatSin(subAngle) * -0.… in shadePrimitives() 1728 …const tcu::Vec4 centerPosition = basePosition + tcu::Vec4(deFloatCos(phase), deFloatSin(phase), … in shadePrimitives()
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D | es31fShaderMultisampleInterpolationTests.cpp | 810 …data[(triangleNdx * 3 + 1) * 3 + 0] = tcu::Vec4(2.0f * deFloatCos(angle), 2.0f * deFloatSin(angle)… in setupRenderData() 814 …data[(triangleNdx * 3 + 2) * 3 + 0] = tcu::Vec4(2.0f * deFloatCos(nextAngle), 2.0f * deFloatSin(ne… in setupRenderData()
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D | es31fTextureMultisampleTests.cpp | 248 …const tcu::Vec2 p = tcu::Vec2(deFloatCos(((float)i)/20.0f*DE_PI*2) * 0.5f + 0.5f, deFloatSin(((flo… in init()
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