H A D | clc_compiler_test.cpp | 55 auto inout = ShaderArg<struct shift>({ in TEST_F() local 330 auto inout = ShaderArg<uint8_t> ({ 100, 110, 120, 130 }, SHADER_ARG_INOUT); TEST_F() local 347 auto inout = ShaderArg<uint16_t> ({ 10000, 10010, 10020, 10030 }, SHADER_ARG_INOUT); TEST_F() local 365 auto inout = ShaderArg<uint64_t>({ base, base + 10, base + 20, base + 30 }, TEST_F() local 401 auto inout = ShaderArg<uint32_t>({0x00000001, 0x10000001, 0x00020002, 0x04010203}, TEST_F() local 558 auto inout = ShaderArg<uint64_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); TEST_F() local 581 auto inout = ShaderArg<uint16_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); TEST_F() local 606 auto inout = ShaderArg<uint32_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); TEST_F() local 627 auto inout = ShaderArg<uint32_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); TEST_F() local 647 auto inout = ShaderArg<struct two_vals>({ { 8, 8 }, { 16, 16 }, { 64, 64 }, { 65536, 65536 } }, TEST_F() local 672 auto inout = ShaderArg<struct uint2>({ { 8, 8 }, { 16, 16 }, { 64, 64 }, { 65536, 65536 } }, TEST_F() local 697 auto inout = ShaderArg<struct ushort2>({ { 8, 8 }, { 16, 16 }, { 64, 64 }, TEST_F() local 724 auto inout = ShaderArg<struct uchar3>({ { 8, 8, 8 }, { 16, 16, 16 }, { 64, 64, 64 }, { 255, 255, 255 } }, TEST_F() local 781 auto inout = ShaderArg<struct uint8>({ { 1, 2, 3, 4, 5, 6, 7, 8 } }, TEST_F() local 813 auto inout = ShaderArg<struct ulong16>({ { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 } }, TEST_F() local 928 auto inout = ShaderArg<int32_t>({ -4, -3, -2, -1, 0, 1, 2, 3, 4 }, TEST_F() local 945 auto inout = ShaderArg<int32_t>({ -4, -3, -2, -1, 0, 1, 2, 3, 4 }, TEST_F() local 962 auto inout = ShaderArg<uint32_t>({ 0xfffffffa, 0xfffffffb, 0xfffffffc, 0xfffffffd, 0xfffffffe }, TEST_F() local 979 auto inout = ShaderArg<uint32_t>(std::vector<uint32_t>(4, 0xdeadbeef), TEST_F() local 996 auto inout = ShaderArg<uint32_t>({ 0, 0x1, 0x3, 0x101, 0x110011, ~0u }, TEST_F() local 1013 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3, 0xfffffffc, 0xfffffffd, 0xfffffffe, 0xffffffff }, TEST_F() local 1037 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3, 0xfffffffc, 0xfffffffd, 0xfffffffe, 0xffffffff }, TEST_F() local 1061 auto inout = ShaderArg<uint32_t>({ 0xffffffff - 3, 0xffffffff - 2, 0xffffffff - 1, 0xffffffff }, TEST_F() local 1078 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3 }, SHADER_ARG_INOUT); TEST_F() local 1094 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3, (1u << 31) }, SHADER_ARG_INOUT); TEST_F() local 1110 auto inout = ShaderArg<float>({ 0.0f, 0.5f, 1.0f, 2.0f }, SHADER_ARG_INOUT); TEST_F() local 1126 auto inout = ShaderArg<float>({ 0.25f, 0.5f, 0.75f, 1.0f }, SHADER_ARG_INOUT); TEST_F() local 1143 auto inout = ShaderArg<float>({ 0.0f, 0.5f, 1.0f, 3.0f }, SHADER_ARG_INOUT); TEST_F() local 1161 auto inout = ShaderArg<float>({ 0.0f, 0.5f, 1.0f, 3.0f }, SHADER_ARG_INOUT); TEST_F() local 1177 auto inout = ShaderArg<uint32_t>({ 0, 1, 0xffff, (1u << 30), (1u << 31) }, SHADER_ARG_INOUT); TEST_F() local 1202 auto inout = ShaderArg<sin_vals>(input, SHADER_ARG_INOUT); TEST_F() local 1224 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); TEST_F() local 1240 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); TEST_F() local 1256 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); TEST_F() local 1272 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); TEST_F() local 1288 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); TEST_F() local 1304 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); TEST_F() local 1320 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); TEST_F() local 1337 auto inout = ShaderArg<float>({ 0.5f, 1.5f, -0.5f, -1.5f, 1.4f }, SHADER_ARG_INOUT); TEST_F() local 1353 auto inout = ShaderArg<float>({ 0, 0.3f, -0.3f, 0.5f, -0.5f, 1.1f, -1.1f }, TEST_F() local 1370 auto inout = ShaderArg<float>({ 0, 0.3f, -0.3f, 0.5f, -0.5f, 1.1f, -1.1f }, TEST_F() local 1415 auto inout = ShaderArg<float>({ 2.0f }, SHADER_ARG_INOUT); TEST_F() local 1448 auto inout = ShaderArg<float>({ 2.0f }, SHADER_ARG_INOUT); TEST_F() local 1470 auto inout = ShaderArg<float>({ 2.0f, 4.0f }, SHADER_ARG_INOUT); TEST_F() local 1492 auto inout = ShaderArg<uint8_t>({ 2, 4 }, SHADER_ARG_INOUT); TEST_F() local 1640 auto inout = ShaderArg<uint32_t>({ 2, 4 }, SHADER_ARG_INOUT); TEST_F() local 1660 auto inout = ShaderArg<uint32_t>({ 2, 4 }, SHADER_ARG_INOUT); TEST_F() local 1730 auto inout = ShaderArg<float>({ 0, 0.3f, -0.3f, 0.5f, -0.5f, 1.1f, -1.1f }, TEST_F() local 1773 auto inout = ShaderArg<int32_t>({ 2, 4 }, SHADER_ARG_INOUT); TEST_F() local 1791 auto inout = ShaderArg<int32_t>({ 0, 2, -1 }, SHADER_ARG_INOUT); TEST_F() local 1811 auto inout = ShaderArg<int32_t>(0xf, SHADER_ARG_INOUT); TEST_F() local 1827 auto inout = ShaderArg<int32_t>(0, SHADER_ARG_INOUT); TEST_F() local 1846 auto inout = ShaderArg<uint16_t>({ 2, 4 }, SHADER_ARG_INOUT); TEST_F() local 2040 auto inout = ShaderArg<struct s>({0, 0, 0}, SHADER_ARG_OUTPUT); TEST_F() local 2301 auto inout = ShaderArg<uint32_t>({ 0x00000001, 0x10000001, 0x00020002, 0x04010203 }, TEST_F() local [all...] |