return false;
}
-bool isGatherResultValid (const TextureCubeView& texture,
- const Sampler& sampler,
- const LookupPrecision& prec,
- const Vec3& coord,
- int componentNdx,
- const Vec4& result)
+bool isGatherResultValid (const TextureCubeView& texture,
+ const Sampler& sampler,
+ const LookupPrecision& prec,
+ const Vec3& coord,
+ int componentNdx,
+ const Vec4& result)
{
return isCubeGatherResultValid(texture, sampler, prec, coord, componentNdx, result);
}
bool isGatherResultValid (const TextureCubeView& texture,
- const Sampler& sampler,
- const IntLookupPrecision& prec,
- const Vec3& coord,
- int componentNdx,
- const IVec4& result)
+ const Sampler& sampler,
+ const IntLookupPrecision& prec,
+ const Vec3& coord,
+ int componentNdx,
+ const IVec4& result)
{
return isCubeGatherResultValid(texture, sampler, prec, coord, componentNdx, result);
}
bool isGatherResultValid (const TextureCubeView& texture,
- const Sampler& sampler,
- const IntLookupPrecision& prec,
- const Vec3& coord,
- int componentNdx,
- const UVec4& result)
+ const Sampler& sampler,
+ const IntLookupPrecision& prec,
+ const Vec3& coord,
+ int componentNdx,
+ const UVec4& result)
{
return isCubeGatherResultValid(texture, sampler, prec, coord, componentNdx, result);
}
return triangleInterpolate(v.x(), v.y(), v.z(), x, y);
}
-inline float triQuadInterpolate (float x, float y, const tcu::Vec4& quad)
-{
- // \note Top left fill rule.
- if (x + y < 1.0f)
- return triangleInterpolate(quad.x(), quad.y(), quad.z(), x, y);
- else
- return triangleInterpolate(quad.w(), quad.z(), quad.y(), 1.0f-x, 1.0f-y);
-}
-
SurfaceAccess::SurfaceAccess (tcu::Surface& surface, const tcu::PixelFormat& colorFmt, int x, int y, int width, int height)
: m_surface (&surface)
, m_colorMask (getColorMask(colorFmt))
case PROGRAM_2D_ARRAY_SHADOW: sampler = "sampler2DArrayShadow"; lookup = "vec4(texture(u_sampler, vec4(v_texCoord, u_ref)), 0.0, 0.0, 1.0)"; break;
case PROGRAM_3D_FLOAT: sampler = "sampler3D"; lookup = "texture(u_sampler, v_texCoord)"; break;
case PROGRAM_3D_INT: sampler = "isampler3D"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break;
- case PROGRAM_3D_UINT: sampler =" usampler3D"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break;
+ case PROGRAM_3D_UINT: sampler = "usampler3D"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break;
case PROGRAM_3D_FLOAT_BIAS: sampler = "sampler3D"; lookup = "texture(u_sampler, v_texCoord, u_bias)"; break;
case PROGRAM_3D_INT_BIAS: sampler = "isampler3D"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break;
- case PROGRAM_3D_UINT_BIAS: sampler =" usampler3D"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break;
+ case PROGRAM_3D_UINT_BIAS: sampler = "usampler3D"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break;
case PROGRAM_CUBE_ARRAY_FLOAT: sampler = "samplerCubeArray"; lookup = "texture(u_sampler, v_texCoord)"; break;
case PROGRAM_CUBE_ARRAY_INT: sampler = "isamplerCubeArray"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break;
case PROGRAM_CUBE_ARRAY_UINT: sampler = "usamplerCubeArray"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break;