Searched refs:isBoolCase (Results 1 – 3 of 3) sorted by relevance
1238 bool isBoolCase = (funcInfo.precisionMask == PRECMASK_NA); in init() local1240 bool isFloatCase = !isBoolCase && !isIntCase; // \todo [petri] Better check. in init()1278 string precisionPrefix = isBoolCase ? "" : (string(precisionStr) + "_"); in init()1297 shaderSpec.precision = isBoolCase ? PRECISION_LAST : (Precision)precision; in init()1323 : isBoolCase ? s_boolTypes[curInScalarSize - 1] in init()1416 bool isBoolCase = isDataTypeBoolOrBVec(curType); in init() local1421 DE_ASSERT(isBoolCase || isFloatCase || isIntCase); in init()1426 if (isBoolCase && precision != PRECISION_MEDIUMP) // Use mediump interpolators for booleans. in init()1430 string precisionPrefix = isBoolCase ? "" : (string(precisionStr) + "_"); in init()1442 shaderSpec.precision = isBoolCase ? PRECISION_LAST : (Precision)precision; in init()[all …]
1836 const bool isBoolCase = (funcInfo.precisionMask == PRECMASK_NA); in init() local1875 const std::string precisionPrefix = isBoolCase ? "" : (std::string(precisionStr) + "_"); in init()1894 shaderSpec.precision = isBoolCase ? PRECISION_LAST : (Precision)precision; in init()2027 const bool isBoolCase = isDataTypeBoolOrBVec(curType); in init() local2033 DE_ASSERT(isBoolCase || isFloatCase || isIntCase || isUintCase); in init()2038 if (isBoolCase && precision != PRECISION_MEDIUMP) // Use mediump interpolators for booleans. in init()2042 std::string precisionPrefix = isBoolCase ? "" : (std::string(precisionStr) + "_"); in init()2054 shaderSpec.precision = isBoolCase ? PRECISION_LAST : (Precision)precision; in init()2056 … shaderSpec.resultScale = (isBoolCase ? 1.0f : (isFloatCase ? 0.5f : (isUintCase ? 0.5f : 0.1f))); in init()2057 … shaderSpec.resultBias = (isBoolCase ? 0.0f : (isFloatCase ? 0.5f : (isUintCase ? 0.0f : 0.5f))); in init()[all …]
1876 bool isBoolCase = (funcInfo.precisionMask == PRECMASK_NA); in init() local1916 string precisionPrefix = isBoolCase ? "" : (string(precisionStr) + "_"); in init()1935 shaderSpec.precision = isBoolCase ? PRECISION_LAST : (Precision)precision; in init()2068 bool isBoolCase = isDataTypeBoolOrBVec(curType); in init() local2074 DE_ASSERT(isBoolCase || isFloatCase || isIntCase || isUintCase); in init()2079 if (isBoolCase && precision != PRECISION_MEDIUMP) // Use mediump interpolators for booleans. in init()2083 string precisionPrefix = isBoolCase ? "" : (string(precisionStr) + "_"); in init()2095 shaderSpec.precision = isBoolCase ? PRECISION_LAST : (Precision)precision; in init()2097 shaderSpec.resultScale = isBoolCase ? 1.0f : isFloatCase ? 0.5f : isUintCase ? 0.5f : 0.1f; in init()2098 shaderSpec.resultBias = isBoolCase ? 0.0f : isFloatCase ? 0.5f : isUintCase ? 0.0f : 0.5f; in init()[all …]