Lines Matching defs:const
58 static const int GRID_SIZE = 64;
59 static const int MAX_RENDER_WIDTH = 128;
60 static const int MAX_RENDER_HEIGHT = 112;
61 static const tcu::Vec4 DEFAULT_CLEAR_COLOR = tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f);
63 inline RGBA toRGBA(const Vec4& a)
70 inline tcu::Vec4 toVec(const RGBA& c)
78 TextureBinding::TextureBinding(const glu::Texture2D* tex2D, const tcu::Sampler& sampler)
84 TextureBinding::TextureBinding(const glu::TextureCube* texCube, const tcu::Sampler& sampler)
90 TextureBinding::TextureBinding(const glu::Texture2DArray* tex2DArray, const tcu::Sampler& sampler)
96 TextureBinding::TextureBinding(const glu::Texture3D* tex3D, const tcu::Sampler& sampler)
107 TextureBinding::TextureBinding(const glu::TextureCubeArray* texCubeArray, const tcu::Sampler& sampler)
113 void TextureBinding::setSampler(const tcu::Sampler& sampler)
118 void TextureBinding::setTexture(const glu::Texture2D* tex2D)
124 void TextureBinding::setTexture(const glu::TextureCube* texCube)
130 void TextureBinding::setTexture(const glu::Texture2DArray* tex2DArray)
136 void TextureBinding::setTexture(const glu::Texture3D* tex3D)
142 void TextureBinding::setTexture(const glu::TextureCubeArray* texCubeArray)
153 QuadGrid(int gridSize, int screenWidth, int screenHeight, const Vec4& constCoords,
154 const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures);
157 int getGridSize(void) const
161 int getNumVertices(void) const
165 int getNumTriangles(void) const
169 const Vec4& getConstCoords(void) const
173 const vector<Mat4> getUserAttribTransforms(void) const
177 const vector<TextureBinding>& getTextures(void) const
182 const Vec4* getPositions(void) const
186 const float* getAttribOne(void) const
190 const Vec4* getCoords(void) const
194 const Vec4* getUnitCoords(void) const
198 const Vec4* getUserAttrib(int attribNdx) const
202 const deUint16* getIndices(void) const
207 Vec4 getCoords(float sx, float sy) const;
208 Vec4 getUnitCoords(float sx, float sy) const;
210 int getNumUserAttribs(void) const
214 Vec4 getUserAttrib(int attribNdx, float sx, float sy) const;
233 QuadGrid::QuadGrid(int gridSize, int width, int height, const Vec4& constCoords,
234 const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures)
300 inline Vec4 QuadGrid::getCoords(float sx, float sy) const
307 inline Vec4 QuadGrid::getUnitCoords(float sx, float sy) const
312 inline Vec4 QuadGrid::getUserAttrib(int attribNdx, float sx, float sy) const
320 ShaderEvalContext::ShaderEvalContext(const QuadGrid& quadGrid_)
323 const vector<TextureBinding>& bindings = quadGrid.getTextures();
329 const TextureBinding& binding = bindings[ndx];
380 tcu::Vec4 ShaderEvalContext::texture2D(int unitNdx, const tcu::Vec2& texCoords)
410 ShaderRenderCase::ShaderRenderCase(TestContext& testCtx, RenderContext& renderCtx, const ContextInfo& ctxInfo,
411 const char* name, const char* description, bool isVertexCase,
424 ShaderRenderCase::ShaderRenderCase(TestContext& testCtx, RenderContext& renderCtx, const ContextInfo& ctxInfo,
425 const char* name, const char* description, bool isVertexCase,
446 const glw::Functions& gl = m_renderCtx.getFunctions();
463 catch (const std::exception&)
477 tcu::IVec2 ShaderRenderCase::getViewportSize(void) const
485 const glw::Functions& gl = m_renderCtx.getFunctions();
528 void ShaderRenderCase::setupUniforms(deUint32 programID, const Vec4& constCoords)
536 const glw::Functions& gl = m_renderCtx.getFunctions();
548 const TextureBinding& tex = m_textures[ndx];
549 const tcu::Sampler& sampler = tex.getSampler();
615 static void getDefaultVertexArrays(const glw::Functions& gl, const QuadGrid& quadGrid, deUint32 program,
618 const int numElements = quadGrid.getNumVertices();
620 vertexArrays.push_back(va::Float("a_position", 4, numElements, 0, (const float*)quadGrid.getPositions()));
621 vertexArrays.push_back(va::Float("a_coords", 4, numElements, 0, (const float*)quadGrid.getCoords()));
622 vertexArrays.push_back(va::Float("a_unitCoords", 4, numElements, 0, (const float*)quadGrid.getUnitCoords()));
629 vertexArrays.push_back(va::Float(name, 4, numElements, 0, (const float*)quadGrid.getUserAttrib(userNdx)));
633 static const struct
635 const char* name;
654 (const float*)quadGrid.getUserAttrib(colNdx)));
658 void ShaderRenderCase::render(Surface& result, int programID, const QuadGrid& quadGrid)
660 const glw::Functions& gl = m_renderCtx.getFunctions();
693 const int numElements = quadGrid.getNumTriangles() * 3;
707 void ShaderRenderCase::computeVertexReference(Surface& result, const QuadGrid& quadGrid)
784 const Vec4& t0 = tri ? c00 : c11;
785 const Vec4& t1 = tri ? c01 : c10;
786 const Vec4& t2 = tri ? c10 : c01;
798 void ShaderRenderCase::computeFragmentReference(Surface& result, const QuadGrid& quadGrid)
829 bool ShaderRenderCase::compareImages(const Surface& resImage, const Surface& refImage, float errorThreshold)
837 const char* getIntUniformName(int number)
867 const char* getFloatUniformName(int number)
895 const char* getFloatFractionUniformName(int number)
921 void setupDefaultUniforms(const glu::RenderContext& context, deUint32 programID)
923 const glw::Functions& gl = context.getFunctions();
928 const char* name;
931 static const BoolUniform s_boolUniforms[] = {
945 const char* name;
948 static const BVec4Uniform s_bvec4Uniforms[] = {
954 const BVec4Uniform& uni = s_bvec4Uniforms[i];
968 const char* name;
971 static const IntUniform s_intUniforms[] = {
987 const char* name;
990 static const IVec2Uniform s_ivec2Uniforms[] = { { "ui2_minusOne", IVec2(-1) }, { "ui2_zero", IVec2(0) },
1004 const char* name;
1007 static const IVec3Uniform s_ivec3Uniforms[] = { { "ui3_minusOne", IVec3(-1) }, { "ui3_zero", IVec3(0) },
1021 const char* name;
1024 static const IVec4Uniform s_ivec4Uniforms[] = { { "ui4_minusOne", IVec4(-1) }, { "ui4_zero", IVec4(0) },
1038 const char* name;
1041 static const FloatUniform s_floatUniforms[] = {
1060 const char* name;
1063 static const Vec2Uniform s_vec2Uniforms[] = {
1078 const char* name;
1081 static const Vec3Uniform s_vec3Uniforms[] = {
1096 const char* name;
1099 static const Vec4Uniform s_vec4Uniforms[] = {