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;
1041 vector<ShaderCompilerCase::AttribSpec> result;
1043 result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
1049 result.push_back(ShaderCompilerCase::AttribSpec("a_normal" + nameSpecialization,
1055 result.push_back(ShaderCompilerCase::AttribSpec("a_texCoord0" + nameSpecialization,
1061 return result;
1067 vector<ShaderCompilerCase::UniformSpec> result;
1069 result.push_back(ShaderCompilerCase::UniformSpec("u_material_ambientColor" + nameSpecialization,
1073 result.push_back(ShaderCompilerCase::UniformSpec("u_material_diffuseColor" + nameSpecialization,
1077 result.push_back(ShaderCompilerCase::UniformSpec("u_material_emissiveColor" + nameSpecialization,
1081 result.push_back(ShaderCompilerCase::UniformSpec("u_material_specularColor" + nameSpecialization,
1085 result.push_back(ShaderCompilerCase::UniformSpec("u_material_shininess" + nameSpecialization,
1093 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_color" + nameSpecialization,
1097 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_direction" + nameSpecialization,
1103 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_position" + nameSpecialization,
1107 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_constantAttenuation" + nameSpecialization,
1111 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_linearAttenuation" + nameSpecialization,
1115 result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_quadraticAttenuation" + nameSpecialization,
1121 result.push_back(ShaderCompilerCase::UniformSpec("u_mvpMatrix" + nameSpecialization,
1125 result.push_back(ShaderCompilerCase::UniformSpec("u_modelViewMatrix" + nameSpecialization,
1129 result.push_back(ShaderCompilerCase::UniformSpec("u_normalMatrix" + nameSpecialization,
1133 result.push_back(ShaderCompilerCase::UniformSpec("u_texCoordMatrix0" + nameSpecialization,
1137 result.push_back(ShaderCompilerCase::UniformSpec("u_sampler0" + nameSpecialization,
1141 return result;
1276 vector<ShaderCompilerCase::AttribSpec> result;
1278 result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
1284 result.push_back(ShaderCompilerCase::AttribSpec("a_value" + nameSpecialization,
1291 result.push_back(ShaderCompilerCase::AttribSpec("a_loopBound" + nameSpecialization,
1297 return result;
1302 vector<ShaderCompilerCase::UniformSpec> result;
1305 result.push_back(ShaderCompilerCase::UniformSpec("u_loopBound" + nameSpecialization,
1309 return result;
1315 vector<ShaderCompilerCase::AttribSpec> result;
1317 result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
1323 result.push_back(ShaderCompilerCase::AttribSpec("a_value" + nameSpecialization,
1329 return result;
1536 vector<ShaderCompilerCase::AttribSpec> result;
1538 result.push_back(ShaderCompilerCase::AttribSpec("a_position" + nameSpecialization,
1544 result.push_back(ShaderCompilerCase::AttribSpec("a_coords" + nameSpecialization,
1551 result.push_back(ShaderCompilerCase::AttribSpec("a_condition" + nameSpecialization,
1554 return result;
1560 vector<ShaderCompilerCase::UniformSpec> result;
1563 result.push_back(ShaderCompilerCase::UniformSpec("u_sampler" + de::toString(i) + nameSpecialization,
1568 result.push_back(ShaderCompilerCase::UniformSpec("u_condition" + nameSpecialization,
1572 return result;
1642 vector<ShaderCompilerCase::AttribSpec> result;
1644 result.push_back(ShaderCompilerCase::AttribSpec("a_vertex" + nameSpecialization,
1650 result.push_back(ShaderCompilerCase::AttribSpec("a_coord" + nameSpecialization,
1656 return result;
1661 vector<ShaderCompilerCase::UniformSpec> result;
1663 result.push_back(ShaderCompilerCase::UniformSpec("u_mvp" + nameSpecialization,
1667 return result;
1709 ShadersAndProgram result;
1711 result.vertShader = gl.createShader(GL_VERTEX_SHADER);
1712 result.fragShader = gl.createShader(GL_FRAGMENT_SHADER);
1713 result.program = gl.createProgram();
1715 gl.attachShader(result.program, result.vertShader);
1716 gl.attachShader(result.program, result.fragShader);
1718 return result;
1845 Logs result;
1847 result.vert = getShaderInfoLog(gl, shadersAndProgram.vertShader);
1848 result.frag = getShaderInfoLog(gl, shadersAndProgram.fragShader);
1849 result.link = getProgramInfoLog(gl, shadersAndProgram.program);
1851 return result;
2136 // Set result.
2139 log << TestLog::Message << "Note: test result is the first quartile (i.e. median of the lowest half of measurements) of compilation times" << TestLog::EndMessage;
2140 float result = vectorFloatFirstQuartile(totalTimesWithoutDraw) / 1000.0f;
2141 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, de::floatToString(result, 2).c_str());
2216 ProgramContext result;
2218 result.vertShaderSource = specializeShaderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, SHADER_VALIDITY_VALID);
2219 result.fragShaderSource = specializeShaderSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, SHADER_VALIDITY_VALID);
2220 result.vertexAttributes = lightShaderAttributes(nameSpec);
2221 result.uniforms = lightShaderUniforms(nameSpec, m_numLights, m_lightType);
2223 return result;
2282 ProgramContext result;
2284 result.vertShaderSource = specializeShaderSource(textureLookupVertexTemplate(m_conditionalUsage, m_conditionalType), specID, SHADER_VALIDITY_VALID);
2285 result.fragShaderSource = specializeShaderSource(textureLookupFragmentTemplate(m_numLookups, m_conditionalUsage, m_conditionalType), specID, SHADER_VALIDITY_VALID);
2286 result.vertexAttributes = textureLookupShaderAttributes(nameSpec, m_conditionalUsage, m_conditionalType);
2287 result.uniforms = textureLookupShaderUniforms(nameSpec, m_numLookups, m_conditionalUsage, m_conditionalType);
2289 return result;
2309 ProgramContext result;
2311 result.vertShaderSource = specializeShaderSource(loopVertexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, SHADER_VALIDITY_VALID);
2312 result.fragShaderSource = specializeShaderSource(loopFragmentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, SHADER_VALIDITY_VALID);
2314 result.vertexAttributes = loopShaderAttributes(nameSpec, m_type, m_numLoopIterations);
2315 result.uniforms = loopShaderUniforms(nameSpec, m_type, m_numLoopIterations);
2317 return result;
2336 ProgramContext result;
2340 result.vertShaderSource = specializeShaderSource(binaryOpVertexTemplate(m_numOperations, m_oper.c_str()), specID, SHADER_VALIDITY_VALID);
2341 result.fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, SHADER_VALIDITY_VALID);
2345 result.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, SHADER_VALIDITY_VALID);
2346 result.fragShaderSource = specializeShaderSource(binaryOpFragmentTemplate(m_numOperations, m_oper.c_str()), specID, SHADER_VALIDITY_VALID);
2349 result.vertexAttributes = singleValueShaderAttributes(nameSpec);
2351 result.uniforms.clear(); // No uniforms used.
2353 return result;
2370 ProgramContext result;
2372 result.vertShaderSource = specializeShaderSource(mandelbrotVertexTemplate(), specID, SHADER_VALIDITY_VALID);
2373 result.fragShaderSource = specializeShaderSource(mandelbrotFragmentTemplate(m_numFractalIterations), specID, SHADER_VALIDITY_VALID);
2375 result.vertexAttributes = mandelbrotShaderAttributes(nameSpec);
2376 result.uniforms = mandelbrotShaderUniforms(nameSpec);
2378 return result;
2403 Shaders result;
2405 result.vertShader = gl.createShader(GL_VERTEX_SHADER);
2406 result.fragShader = gl.createShader(GL_FRAGMENT_SHADER);
2408 return result;
2440 Logs result;
2442 result.vert = getShaderInfoLog(gl, shaders.vertShader);
2443 result.frag = getShaderInfoLog(gl, shaders.fragShader);
2445 return result;
2657 // Set result.
2660 log << TestLog::Message << "Note: test result is the first quartile (i.e. median of the lowest half of measurements) of total times" << TestLog::EndMessage;
2661 float result = vectorFloatFirstQuartile(totalTimes) / 1000.0f;
2662 m_testCtx.setTestResult(QP_TEST_RESULT_PASS, de::floatToString(result, 2).c_str());
2690 ProgramContext result;
2697 result.vertShaderSource = specializeShaderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity);
2698 result.fragShaderSource = specializeShaderSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity);
2700 return result;
2718 ProgramContext result;
2725 result.vertShaderSource = specializeShaderSource(textureLookupVertexTemplate(m_conditionalUsage, m_conditionalType), specID, shaderValidity);
2726 result.fragShaderSource = specializeShaderSource(textureLookupFragmentTemplate(m_numLookups, m_conditionalUsage, m_conditionalType), specID, shaderValidity);
2728 return result;
2747 ProgramContext result;
2754 result.vertShaderSource = specializeShaderSource(loopVertexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity);
2755 result.fragShaderSource = specializeShaderSource(loopFragmentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity);
2757 return result;
2775 ProgramContext result;
2784 result.vertShaderSource = specializeShaderSource(binaryOpVertexTemplate(m_numOperations, m_oper.c_str()), specID, shaderValidity);
2785 result.fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, shaderValidity);
2789 result.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, shaderValidity);
2790 result.fragShaderSource = specializeShaderSource(binaryOpFragmentTemplate(m_numOperations, m_oper.c_str()), specID, shaderValidity);
2793 return result;
2809 ProgramContext result;
2816 result.vertShaderSource = specializeShaderSource(mandelbrotVertexTemplate(), specID, shaderValidity);
2817 result.fragShaderSource = specializeShaderSource(mandelbrotFragmentTemplate(m_numFractalIterations), specID, shaderValidity);
2819 return result;