Lines Matching refs:result

132 	//		 strictly true for things like median) so a relative result of 0
141 float result = 0.0f;
143 result += (float)v[i];
144 return result / (float)v.size();
176 float result = 0.0f;
180 result += d*d;
182 return deFloatSqrt(result/(float)v.size());
245 tcu::Vector<float, 16> result;
251 result[vecNdx*4 + i] = srcVec[i];
254 return result;
287 string result;
294 result = &infoLogBuf[0];
296 return result;
301 string result;
308 result = &infoLogBuf[0];
310 return result;
1036 vector<ShaderCompilerCase::AttribSpec> result;
1038 result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
1044 result.push_back(ShaderCompilerCase::AttribSpec("a_normal" + nameSpecialization,
1050 result.push_back(ShaderCompilerCase::AttribSpec("a_texCoord0" + nameSpecialization,
1056 return result;
1062 vector<ShaderCompilerCase::UniformSpec> result;
1064 result.push_back(ShaderCompilerCase::UniformSpec("u_material_ambientColor" + nameSpecialization,
1068 result.push_back(ShaderCompilerCase::UniformSpec("u_material_diffuseColor" + nameSpecialization,
1072 result.push_back(ShaderCompilerCase::UniformSpec("u_material_emissiveColor" + nameSpecialization,
1076 result.push_back(ShaderCompilerCase::UniformSpec("u_material_specularColor" + nameSpecialization,
1080 result.push_back(ShaderCompilerCase::UniformSpec("u_material_shininess" + nameSpecialization,
1088 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_color" + nameSpecialization,
1092 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_direction" + nameSpecialization,
1098 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_position" + nameSpecialization,
1102 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_constantAttenuation" + nameSpecialization,
1106 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_linearAttenuation" + nameSpecialization,
1110 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_quadraticAttenuation" + nameSpecialization,
1116 result.push_back(ShaderCompilerCase::UniformSpec("u_mvpMatrix" + nameSpecialization,
1120 result.push_back(ShaderCompilerCase::UniformSpec("u_modelViewMatrix" + nameSpecialization,
1124 result.push_back(ShaderCompilerCase::UniformSpec("u_normalMatrix" + nameSpecialization,
1128 result.push_back(ShaderCompilerCase::UniformSpec("u_texCoordMatrix0" + nameSpecialization,
1132 result.push_back(ShaderCompilerCase::UniformSpec("u_sampler0" + nameSpecialization,
1136 return result;
1268 vector<ShaderCompilerCase::AttribSpec> result;
1270 result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
1276 result.push_back(ShaderCompilerCase::AttribSpec("a_value" + nameSpecialization,
1283 result.push_back(ShaderCompilerCase::AttribSpec("a_loopBound" + nameSpecialization,
1289 return result;
1294 vector<ShaderCompilerCase::UniformSpec> result;
1297 result.push_back(ShaderCompilerCase::UniformSpec("u_loopBound" + nameSpecialization,
1301 return result;
1307 vector<ShaderCompilerCase::AttribSpec> result;
1309 result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
1315 result.push_back(ShaderCompilerCase::AttribSpec("a_value" + nameSpecialization,
1321 return result;
1519 vector<ShaderCompilerCase::AttribSpec> result;
1521 result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
1527 result.push_back(ShaderCompilerCase::AttribSpec("a_coords" + nameSpecialization,
1534 result.push_back(ShaderCompilerCase::AttribSpec("a_condition" + nameSpecialization,
1537 return result;
1543 vector<ShaderCompilerCase::UniformSpec> result;
1546 result.push_back(ShaderCompilerCase::UniformSpec("u_sampler" + de::toString(i) + nameSpecialization,
1551 result.push_back(ShaderCompilerCase::UniformSpec("u_condition" + nameSpecialization,
1555 return result;
1622 vector<ShaderCompilerCase::AttribSpec> result;
1624 result.push_back(ShaderCompilerCase::AttribSpec("a_vertex" + nameSpecialization,
1630 result.push_back(ShaderCompilerCase::AttribSpec("a_coord" + nameSpecialization,
1636 return result;
1641 vector<ShaderCompilerCase::UniformSpec> result;
1643 result.push_back(ShaderCompilerCase::UniformSpec("u_mvp" + nameSpecialization,
1647 return result;
1689 ShadersAndProgram result;
1691 result.vertShader = gl.createShader(GL_VERTEX_SHADER);
1692 result.fragShader = gl.createShader(GL_FRAGMENT_SHADER);
1693 result.program = gl.createProgram();
1695 gl.attachShader(result.program, result.vertShader);
1696 gl.attachShader(result.program, result.fragShader);
1698 return result;
1825 Logs result;
1827 result.vert = getShaderInfoLog(gl, shadersAndProgram.vertShader);
1828 result.frag = getShaderInfoLog(gl, shadersAndProgram.fragShader);
1829 result.link = getProgramInfoLog(gl, shadersAndProgram.program);
1831 return result;
2116 // Set result.
2119 log << TestLog::Message << "Note: test result is the first quartile (i.e. median of the lowest half of measurements) of compilation times" << TestLog::EndMessage;
2120 float result = vectorFloatFirstQuartile(totalTimesWithoutDraw) / 1000.0f;
2121 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, de::floatToString(result, 2).c_str());
2196 ProgramContext result;
2198 result.vertShaderSource = specializeShaderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, SHADER_VALIDITY_VALID);
2199 result.fragShaderSource = specializeShaderSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, SHADER_VALIDITY_VALID);
2200 result.vertexAttributes = lightShaderAttributes(nameSpec);
2201 result.uniforms = lightShaderUniforms(nameSpec, m_numLights, m_lightType);
2203 return result;
2262 ProgramContext result;
2264 result.vertShaderSource = specializeShaderSource(textureLookupVertexTemplate(m_conditionalUsage, m_conditionalType), specID, SHADER_VALIDITY_VALID);
2265 result.fragShaderSource = specializeShaderSource(textureLookupFragmentTemplate(m_numLookups, m_conditionalUsage, m_conditionalType), specID, SHADER_VALIDITY_VALID);
2266 result.vertexAttributes = textureLookupShaderAttributes(nameSpec, m_conditionalUsage, m_conditionalType);
2267 result.uniforms = textureLookupShaderUniforms(nameSpec, m_numLookups, m_conditionalUsage, m_conditionalType);
2269 return result;
2289 ProgramContext result;
2291 result.vertShaderSource = specializeShaderSource(loopVertexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, SHADER_VALIDITY_VALID);
2292 result.fragShaderSource = specializeShaderSource(loopFragmentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, SHADER_VALIDITY_VALID);
2294 result.vertexAttributes = loopShaderAttributes(nameSpec, m_type, m_numLoopIterations);
2295 result.uniforms = loopShaderUniforms(nameSpec, m_type, m_numLoopIterations);
2297 return result;
2316 ProgramContext result;
2320 result.vertShaderSource = specializeShaderSource(binaryOpVertexTemplate(m_numOperations, m_oper.c_str()), specID, SHADER_VALIDITY_VALID);
2321 result.fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, SHADER_VALIDITY_VALID);
2325 result.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, SHADER_VALIDITY_VALID);
2326 result.fragShaderSource = specializeShaderSource(binaryOpFragmentTemplate(m_numOperations, m_oper.c_str()), specID, SHADER_VALIDITY_VALID);
2329 result.vertexAttributes = singleValueShaderAttributes(nameSpec);
2331 result.uniforms.clear(); // No uniforms used.
2333 return result;
2350 ProgramContext result;
2352 result.vertShaderSource = specializeShaderSource(mandelbrotVertexTemplate(), specID, SHADER_VALIDITY_VALID);
2353 result.fragShaderSource = specializeShaderSource(mandelbrotFragmentTemplate(m_numFractalIterations), specID, SHADER_VALIDITY_VALID);
2355 result.vertexAttributes = mandelbrotShaderAttributes(nameSpec);
2356 result.uniforms = mandelbrotShaderUniforms(nameSpec);
2358 return result;
2383 Shaders result;
2385 result.vertShader = gl.createShader(GL_VERTEX_SHADER);
2386 result.fragShader = gl.createShader(GL_FRAGMENT_SHADER);
2388 return result;
2420 Logs result;
2422 result.vert = getShaderInfoLog(gl, shaders.vertShader);
2423 result.frag = getShaderInfoLog(gl, shaders.fragShader);
2425 return result;
2637 // Set result.
2640 log << TestLog::Message << "Note: test result is the first quartile (i.e. median of the lowest half of measurements) of total times" << TestLog::EndMessage;
2641 float result = vectorFloatFirstQuartile(totalTimes) / 1000.0f;
2642 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, de::floatToString(result, 2).c_str());
2670 ProgramContext result;
2677 result.vertShaderSource = specializeShaderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity);
2678 result.fragShaderSource = specializeShaderSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity);
2680 return result;
2698 ProgramContext result;
2705 result.vertShaderSource = specializeShaderSource(textureLookupVertexTemplate(m_conditionalUsage, m_conditionalType), specID, shaderValidity);
2706 result.fragShaderSource = specializeShaderSource(textureLookupFragmentTemplate(m_numLookups, m_conditionalUsage, m_conditionalType), specID, shaderValidity);
2708 return result;
2727 ProgramContext result;
2734 result.vertShaderSource = specializeShaderSource(loopVertexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity);
2735 result.fragShaderSource = specializeShaderSource(loopFragmentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity);
2737 return result;
2755 ProgramContext result;
2764 result.vertShaderSource = specializeShaderSource(binaryOpVertexTemplate(m_numOperations, m_oper.c_str()), specID, shaderValidity);
2765 result.fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, shaderValidity);
2769 result.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, shaderValidity);
2770 result.fragShaderSource = specializeShaderSource(binaryOpFragmentTemplate(m_numOperations, m_oper.c_str()), specID, shaderValidity);
2773 return result;
2789 ProgramContext result;
2796 result.vertShaderSource = specializeShaderSource(mandelbrotVertexTemplate(), specID, shaderValidity);
2797 result.fragShaderSource = specializeShaderSource(mandelbrotFragmentTemplate(m_numFractalIterations), specID, shaderValidity);
2799 return result;