Lines Matching defs:vec3
52 typedef Vec3 vec3;
254 inline bool ColorEqual(const vec3& c0, const vec3& c1, const vec4& epsilon)
296 bool ValidateReadBufferCenteredQuad(int width, int height, const vec3& expected)
299 std::vector<vec3> fb(width * height);
305 fb[i / 4] = vec3(static_cast<GLfloat>(data[i] / 255.), static_cast<GLfloat>(data[i + 1] / 255.),
326 if (!ColorEqual(fb[2 * width + 2], vec3(0), g_color_eps))
330 if (!ColorEqual(fb[2 * width + (width - 3)], vec3(0), g_color_eps))
334 if (!ColorEqual(fb[(height - 3) * width + (width - 3)], vec3(0), g_color_eps))
338 if (!ColorEqual(fb[(height - 3) * width + 2], vec3(0), g_color_eps))
356 bool ValidateWindow4Quads(const vec3& lb, const vec3& rb, const vec3& rt, const vec3& lt)
360 std::vector<vec3> fb(width * height);
366 fb[i / 4] = vec3(static_cast<GLfloat>(data[i] / 255.), static_cast<GLfloat>(data[i + 1] / 255.),
438 if (!ColorEqual(fb[idx], vec3(0), g_color_eps))
453 if (!ColorEqual(fb[idx], vec3(0), g_color_eps))
1302 "vec4(vec3(gl_GlobalInvocationID) / vec3(kGlobalSize), 1.0));" NL
1864 "uniform vec2 g_1;" NL "uniform vec3 g_2;" NL "uniform vec4 g_3;" NL "uniform mat2 g_4;" NL
1870 " if (g_1 != vec2(2.0, 3.0)) g_result = 0;" NL " if (g_2 != vec3(4.0, 5.0, 6.0)) g_result = 0;" NL
2823 "struct SubData {" NL " mat2x4 data;" NL "};" NL "struct Data {" NL " vec3 data0;" NL " uint index;" NL
3209 "flat out mediump vec3 color;" NL "void main() {" NL
3210 " gl_Position = vec4(g_input[gl_VertexID], 0.0, 1.0);" NL " color = vec3(0.0, 1.0, 0.0);" NL "}";
3212 "#version 310 es" NL "flat in mediump vec3 color;" NL "layout(location = 0) out mediump vec4 g_color;" NL
3257 !ValidateReadBufferCenteredQuad(getWindowWidth(), getWindowHeight(), vec3(0, 1, 0)))
4023 !ValidateReadBufferCenteredQuad(getWindowWidth(), getWindowHeight(), vec3(0, 1, 0)))
4114 NL "layout(location = 0) in mediump vec4 g_position;" NL "layout(location = 1) in mediump vec3 g_color;" NL
4115 "flat out mediump vec3 color;" NL "layout(binding = 0, std430) buffer ObjectBuffer {" NL
4120 NL "flat in mediump vec3 color;" NL "layout(location = 0) out mediump vec4 g_color;" NL "void main() {" NL
4136 { tcu::translationMatrix(vec3(-1.5f, -0.5f, 0.0f)), tcu::translationMatrix(vec3(0.5f, -0.5f, 0.0f)),
4137 tcu::translationMatrix(vec3(-0.5f, 0.5f, 0.0f)), tcu::translationMatrix(vec3(0.5f, 0.5f, 0.0f)) },
4147 const vec3 data[] = { vec3(-0.4f, -0.4f, 0.0f), vec3(1, 0, 0), vec3(0.4f, -0.4f, 0.0f), vec3(1, 0, 0),
4148 vec3(-0.4f, 0.4f, 0.0f), vec3(1, 0, 0), vec3(0.4f, 0.4f, 0.0f), vec3(1, 0, 0),
4149 vec3(-0.4f, -0.4f, 0.0f), vec3(0, 1, 0), vec3(0.4f, -0.4f, 0.0f), vec3(0, 1, 0),
4150 vec3(-0.4f, 0.4f, 0.0f), vec3(0, 1, 0), vec3(0.4f, 0.4f, 0.0f), vec3(0, 1, 0),
4151 vec3(-0.4f, -0.4f, 0.0f), vec3(0, 0, 1), vec3(0.4f, -0.4f, 0.0f), vec3(0, 0, 1),
4152 vec3(-0.4f, 0.4f, 0.0f), vec3(0, 0, 1), vec3(0.4f, 0.4f, 0.0f), vec3(0, 0, 1),
4153 vec3(-0.4f, -0.4f, 0.0f), vec3(1, 1, 0), vec3(0.4f, -0.4f, 0.0f), vec3(1, 1, 0),
4154 vec3(-0.4f, 0.4f, 0.0f), vec3(1, 1, 0), vec3(0.4f, 0.4f, 0.0f), vec3(1, 1, 0) };
4176 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 2 * sizeof(vec3), 0);
4177 glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 2 * sizeof(vec3), reinterpret_cast<void*>(sizeof(vec3)));
4204 !ValidateWindow4Quads(vec3(0), vec3(0, 1, 0), vec3(1, 1, 0), vec3(0, 0, 1)))
4470 if (transpose(data[1]) != translationMatrix(vec3(10.0f, 20.0f, 30.0f)))
4476 if (transpose(data[0]) != transpose(translationMatrix(vec3(10.0f, 20.0f, 30.0f))))