Lines Matching refs:area
141 UVec4 area;
148 UVec4 area;
155 UVec4 area;
161 UVec4 area;
262 UVec4 renderArea; //!< Render area
268 Move<VkBuffer> singleVerificationBuffer; //!< Buffer used for validation of attachments outside the render area
2221 const UVec4* area = static_cast<const UVec4*>(pushConstants);
2224 vk.cmdDispatch(*testObjects.cmdBuffer, (area->z() + 7) / 8, (area->w() + 7) / 8, 1);
2299 // If not rendering to the whole framebuffer and the images were cleared before the render pass, verify that the area outside the render pass is untouched.
2468 allOk = checkAndReportError(context, results->color1Verification, totalPixels, "color attachment 1 (outside render area)") && allOk;
2470 allOk = checkAndReportError(context, results->color2Verification, totalPixels, "color attachment 2 (outside render area)") && allOk;
2472 allOk = checkAndReportError(context, results->color3Verification, totalPixels, "color attachment 3 (outside render area)") && allOk;
2474 allOk = checkAndReportError(context, results->depthVerification, totalPixels, "depth attachment (outside render area)") && allOk;
2476 allOk = checkAndReportError(context, results->stencilVerification, totalPixels, "stencil attachment (outside render area)") && allOk;
2481 return tcu::TestStatus::fail("Detected corruption outside render area");
2492 // Compute shader - Verify outside render area is intact (float colors)
2499 << " uvec4 area;\n"
2520 << " if (any(greaterThanEqual(gl_GlobalInvocationID.xy, params.area.zw)))\n"
2523 << " uvec2 coords = params.area.xy + gl_GlobalInvocationID.xy;\n"
2538 // Compute shader - Verify outside render area is intact (int colors)
2545 << " uvec4 area;\n"
2566 << " if (any(greaterThanEqual(gl_GlobalInvocationID.xy, params.area.zw)))\n"
2569 << " uvec2 coords = params.area.xy + gl_GlobalInvocationID.xy;\n"
2584 // Compute shader - Verify outside render area is intact (depth)
2591 << " uvec4 area;\n"
2611 << " if (any(greaterThanEqual(gl_GlobalInvocationID.xy, params.area.zw)))\n"
2614 << " uvec2 coords = params.area.xy + gl_GlobalInvocationID.xy;\n"
2629 // Compute shader - Verify outside render area is intact (stencil)
2636 << " uvec4 area;\n"
2656 << " if (any(greaterThanEqual(gl_GlobalInvocationID.xy, params.area.zw)))\n"
2659 << " uvec2 coords = params.area.xy + gl_GlobalInvocationID.xy;\n"
2733 << " uvec4 area;\n"
2738 << " vec2 uv = (gl_FragCoord.xy - vec2(params.area.xy)) / vec2(params.area.zw);\n";
2810 << " uvec4 area;\n"
2848 << " if (any(greaterThanEqual(gl_GlobalInvocationID.xy, params.area.zw)))\n"
2851 << " uvec2 coords = params.area.xy + gl_GlobalInvocationID.xy;\n"
2852 << " vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5)) / vec2(params.area.zw);\n"
2866 << " if (v4matches(color1, expected1, max(expected1H / float(params.area.z), expected1V / float(params.area.w)) + 2.0/255.0))\n"
2876 << " if (v4matches(color2, expected1, max(expected1H / float(params.area.z), expected1V / float(params.area.w)) + 2.0/1024.0))\n"
2895 << intValue << " / int(params.area.z) + 1, "
2896 << intValue << " / int(params.area.w) + 1)" << (sampleID == numSamples - 1 ? ")" : "") << "\n";
3179 // Always clear before render pass so outside render area can be verified.
3537 // The four sets are draw calls with scissors dividing the render area in four:
4299 << " uvec4 area;\n"
4308 << " vec2 uv = (gl_FragCoord.xy - vec2(params.area.xy)) / vec2(params.area.zw);\n"
4348 // Each pixel that passes the test atomically increments an integer in the output buffer. The test passes if the final number in the output buffer is the same as the number of pixels in the area being verified.
4355 << " uvec4 area;\n"
4399 << " if (any(greaterThanEqual(gl_GlobalInvocationID.xy, params.area.zw)))\n"
4402 << " uvec2 coords = params.area.xy + gl_GlobalInvocationID.xy;\n"
4403 << " vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5)) / vec2(params.area.zw);\n"
4415 << " if (v4matches(color1, expected1, max(params.color1Data[0] / float(params.area.z), params.color1Data[1] / float(params.area.w)) + 2.0/255.0))\n"
4432 << " if (v4matches(color2, expected2, max(params.color2Data[0] / float(params.area.z), params.color2Data[1] / float(params.area.w)) + 2.0/1024.0))\n"
4453 << " if (i4matchesEither(color3, expected3_0, expected3_1, params.color3Data[0] / int(params.area.z), params.color3Data[1] / int(params.area.w)))\n"
4749 // Always clear before render pass so outside render area can be verified.
4885 << " uvec4 area;\n"
4890 << " vec2 uv = (gl_FragCoord.xy - vec2(params.area.xy)) / vec2(params.area.zw);\n"