Lines Matching defs:vec3
41 typedef tcu::Vec3 vec3;
245 bool ColorEqual(int x, int y, const vec3& c0, const vec3& expected, const vec3& epsilon, const vec3& color_max)
264 bool CheckFB(vec3 expected)
268 vec3 g_color_eps = vec3(1.f / static_cast<float>(1 << pixelFormat.redBits),
271 vec3 g_color_max = vec3(255);
294 bool ValidateWindow4Quads(const vec3& lb, const vec3& rb, const vec3& rt, const vec3& lt, int* bad_pixels = NULL)
298 vec3 g_color_eps = vec3(1.f / static_cast<float>(1 << pixelFormat.redBits),
301 vec3 g_color_max = vec3(255);
316 const vec3 c = vec3(fb[i], fb[i + 1], fb[i + 2]);
336 const vec3 c = vec3(fb[i], fb[i + 1], fb[i + 2]);
356 const vec3 c = vec3(fb[i], fb[i + 1], fb[i + 2]);
376 const vec3 c = vec3(fb[i], fb[i + 1], fb[i + 2]);
396 const vec3 c = vec3(fb[i], fb[i + 1], fb[i + 2]);
397 if (!ColorEqual(x, y, c, vec3(0), g_color_eps, g_color_max))
416 const vec3 c = vec3(fb[i], fb[i + 1], fb[i + 2]);
417 if (!ColorEqual(x, y, c, vec3(0), g_color_eps, g_color_max))
527 if (!CheckFB(vec3(0, 1, 0)))
888 return CheckFB(vec3(0, 1, 0));
1105 return CheckFB(vec3(0, 1, 0));
1406 " vec2 data2;" NL " readonly vec3 data3[2];" NL " float data4;" NL "} g_input;" NL
1408 " vec2 data2;" NL " vec3 data3[2];" NL " float data4;" NL "} g_output;" NL "void main() {" NL
1662 " vec2 data2;" NL " float data3[5];" NL " vec3 data4[2];" NL " float data5[2];" NL
1665 " vec2 data2;" NL " float data3[5];" NL " vec3 data4[2];" NL " float data5[2];" NL
1739 return NL "struct Struct0 {" NL " ivec2 m0;" NL "};" NL "struct Struct1 {" NL " vec3 m0;" NL "};" NL
1896 " vec2 data2;" NL " readonly vec3 data3[2];" NL " float data4;" NL "} g_input;" NL
1898 " vec2 data2;" NL " vec3 data3[2];" NL " float data4;" NL "} g_output;" NL "void main() {" NL
3845 return NL "layout(std430, binding = 0) buffer Input {" NL " ivec4 data0;" NL " vec3 data1;" NL " uvec4 data2;" NL
3847 "layout(std430, binding = 1) buffer Output {" NL " ivec4 data0;" NL " vec3 data1;" NL
3849 "uniform vec3 g_value0;" NL "uniform int g_index1;" NL "void main() {" NL " int index0 = 0;" NL
5053 const char* const glsl_vs = NL "struct VertexData {" NL " vec2 position;" NL " vec3 color;" NL "};" NL
5055 "} g_vs_in;" NL "out vec3 StageData_color;" NL "void main() {" NL
5058 const char* const glsl_fs = NL "in vec3 StageData_color;" NL "layout(location = 0) out vec4 g_fs_out;" NL
5142 if (!ValidateWindow4Quads(vec3(1, 0, 0), vec3(0, 1, 0), vec3(1, 1, 0), vec3(0, 0, 1)))
5154 if (!ValidateWindow4Quads(vec3(1, 0, 0), vec3(0, 1, 0), vec3(1, 1, 0), vec3(0, 0, 1)))
5303 ss << NL "struct VertexData {" NL " vec2 position;" NL " vec3 color;" NL "};" NL "layout(binding = "
5305 << ", std430) buffer Input {" NL " VertexData vertex[4];" NL "} g_vs_in;" NL "out vec3 StageData_color;" NL
5325 const char* const glsl_fs = NL "in vec3 StageData_color;" NL "layout(location = 0) out vec4 g_fs_out;" NL
5392 if (!ValidateWindow4Quads(vec3(1, 0, 0), vec3(0, 1, 0), vec3(1, 1, 0), vec3(0, 0, 1)))
5532 NL "out vec2 position;" NL "out vec3 color;" NL
5535 "vec3 g_color[4] = vec3[4](vec3(1, 0, 0), vec3(0, 1, 0), vec3(0, 0, 1), vec3(1, 1, 0));" NL
5539 NL "in vec2 position;" NL "in vec3 color;" NL "layout(location = 0) out vec4 g_fs_out;" NL
5540 "struct FragmentData {" NL " vec2 position;" NL " vec3 color;" NL "};" NL
5555 "out vec3 color;" NL "void main() {" NL " gl_Position = vec4(g_in_position.xy, 0, 1);" NL
5557 const char* const glsl_fs1 = NL "in vec3 color;" NL "layout(location = 0) out vec4 g_fs_out;" NL
5610 if (!ValidateWindow4Quads(vec3(1, 0, 0), vec3(0, 1, 0), vec3(1, 1, 0), vec3(0, 0, 1)))
5621 if (!ValidateWindow4Quads(vec3(1, 0, 0), vec3(0, 1, 0), vec3(1, 1, 0), vec3(0, 0, 1), &bad_pixels) &&
5670 "vec3 g_color[5] = vec3[5](vec3(1, 0, 0), vec3(0, 1, 0), vec3(1, 1, 0), vec3(0, 0, 1), vec3(0, 0, 0));" NL
5671 "struct PointData {" NL " vec2 position;" NL " vec3 color;" NL "};" NL
5695 "out vec3 color;" NL "void main() {" NL " gl_Position = vec4(g_in_position.xy, 0, 1);" NL
5698 const char* const glsl_fs1 = NL "in vec3 color;" NL "layout(location = 0) out vec4 g_fs_out;" NL
5745 if (!ValidateWindow4Quads(vec3(1, 0, 0), vec3(0, 1, 0), vec3(1, 1, 0), vec3(0, 0, 1)))
5793 NL "layout(location = 0) in vec2 g_in_position;" NL "struct Material {" NL " vec3 color;" NL "};" NL
5798 "out vec3 color;" NL "void main() {" NL " uint mid = g_material_id[gl_InstanceID];" NL
5802 const char* const glsl_fs = NL "in vec3 color;" NL "layout(location = 0) out vec4 g_fs_out;" NL
5867 if (!ValidateWindow4Quads(vec3(1, 0, 0), vec3(1, 1, 0), vec3(0, 0, 1), vec3(0, 0, 1)))
5890 if (!ValidateWindow4Quads(vec3(1, 1, 0), vec3(0, 0, 1), vec3(1, 0, 0), vec3(0, 1, 0)))
5928 NL "layout(local_size_x = 2, local_size_y = 2) in;" NL "struct Material {" NL " vec3 color;" NL "};" NL
5933 "layout(binding = 4, std430) buffer OutputBuffer {" NL " vec3 color[16];" NL " vec2 pos[16];" NL
6135 " vec3 color;" NL "} g_material[4];" NL "uniform int g_material_id;" NL "void main() {" NL
6136 " vec3 color = vec3(0);" NL " switch (g_material_id) {" NL " case 0:" NL
6201 if (!ValidateWindow4Quads(vec3(0), vec3(0), vec3(0), vec3(0, 1, 0)))
6209 if (!ValidateWindow4Quads(vec3(0, 0, 1), vec3(0), vec3(0), vec3(0, 1, 0)))
6217 if (!ValidateWindow4Quads(vec3(0, 0, 1), vec3(1, 1, 0), vec3(0), vec3(0, 1, 0)))
6225 if (!ValidateWindow4Quads(vec3(0, 0, 1), vec3(1, 1, 0), vec3(1, 0, 0), vec3(0, 1, 0)))
6249 if (!ValidateWindow4Quads(vec3(0, 0, 1), vec3(1, 1, 0), vec3(1, 1, 0), vec3(0, 1, 0)))
6288 NL "layout(local_size_x = 4) in;" NL "layout(binding = 0, std430) buffer Material {" NL " vec3 color;" NL
6289 "} g_material[4];" NL "layout(binding = 4, std430) buffer OutputBuffer {" NL " vec3 color[4];" NL
6444 if (!CheckFB(vec3(0, 1, 0)))
6460 if (!CheckFB(vec3(1, 0, 1)))
6606 " vec3 color;" NL "};" NL "layout(binding = 1, std430) buffer MaterialBuffer {" NL
6680 if (!ValidateWindow4Quads(vec3(1, 0, 0), vec3(0, 1, 0), vec3(1, 1, 0), vec3(0, 0, 1)))
8226 if (!ValidateWindow4Quads(vec3(1, 0, 0), vec3(0, 1, 0), vec3(0, 0, 1), vec3(1, 1, 0)))
8488 NL "layout(binding = 0, std430) buffer Material {" NL " vec3 color;" NL "} g_material[4];" NL
8489 "layout(binding = 4, std430) buffer OutputBuffer {" NL " vec3 color[4];" NL "};" NL
8491 " color[gl_LocalInvocationIndex] = vec3(g_material[g_material_id].color);" NL "}"))