| clc_compiler_test.cpp | 43 __kernel void main_test(__global struct shift *inout)\n\ 48 lc[id] = inout[id];\n\ 49 inout[id2].ret = (ushort) lc[id2].val << (ushort) lc[id2].shift;\n\ 52 auto inout = ShaderArg<struct shift>({ local 60 run_shader(kernel_source, inout.size(), 1, 1, inout); 61 for (int i = 0; i < inout.size(); ++i) 62 EXPECT_EQ(inout[i].ret, expected[i]); 323 "__kernel void main_test(__global unsigned char *inout)\n\ 326 inout[idx] = inout[idx] + 1;\n 328 auto inout = ShaderArg<uint8_t> ({ 100, 110, 120, 130 }, SHADER_ARG_INOUT); local 345 auto inout = ShaderArg<uint16_t> ({ 10000, 10010, 10020, 10030 }, SHADER_ARG_INOUT); local 366 auto inout = ShaderArg<uint64_t>({ base, base + 10, base + 20, base + 30 }, local 402 auto inout = ShaderArg<uint32_t>({0x00000001, 0x10000001, 0x00020002, 0x04010203}, local 558 auto inout = ShaderArg<uint64_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); local 581 auto inout = ShaderArg<uint16_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); local 606 auto inout = ShaderArg<uint32_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); local 627 auto inout = ShaderArg<uint32_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); local 647 auto inout = ShaderArg<struct two_vals>({ { 8, 8 }, { 16, 16 }, { 64, 64 }, { 65536, 65536 } }, local 672 auto inout = ShaderArg<struct uint2>({ { 8, 8 }, { 16, 16 }, { 64, 64 }, { 65536, 65536 } }, local 697 auto inout = ShaderArg<struct ushort2>({ { 8, 8 }, { 16, 16 }, { 64, 64 }, local 724 auto inout = ShaderArg<struct uchar3>({ { 8, 8, 8 }, { 16, 16, 16 }, { 64, 64, 64 }, { 255, 255, 255 } }, local 781 auto inout = ShaderArg<struct uint8>({ { 1, 2, 3, 4, 5, 6, 7, 8 } }, local 813 auto inout = ShaderArg<struct ulong16>({ { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 } }, local 934 auto inout = ShaderArg<int32_t>({ -4, -3, -2, -1, 0, 1, 2, 3, 4 }, local 951 auto inout = ShaderArg<int32_t>({ -4, -3, -2, -1, 0, 1, 2, 3, 4 }, local 968 auto inout = ShaderArg<uint32_t>({ 0xfffffffa, 0xfffffffb, 0xfffffffc, 0xfffffffd, 0xfffffffe }, local 985 auto inout = ShaderArg<uint32_t>(std::vector<uint32_t>(4, 0xdeadbeef), local 1002 auto inout = ShaderArg<uint32_t>({ 0, 0x1, 0x3, 0x101, 0x110011, ~0u }, local 1019 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3, 0xfffffffc, 0xfffffffd, 0xfffffffe, 0xffffffff }, local 1043 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3, 0xfffffffc, 0xfffffffd, 0xfffffffe, 0xffffffff }, local 1067 auto inout = ShaderArg<uint32_t>({ 0xffffffff - 3, 0xffffffff - 2, 0xffffffff - 1, 0xffffffff }, local 1084 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3 }, SHADER_ARG_INOUT); local 1100 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3, (1u << 31) }, SHADER_ARG_INOUT); local 1116 auto inout = ShaderArg<float>({ 0.0f, 0.5f, 1.0f, 2.0f }, SHADER_ARG_INOUT); local 1132 auto inout = ShaderArg<float>({ 0.25f, 0.5f, 0.75f, 1.0f }, SHADER_ARG_INOUT); local 1149 auto inout = ShaderArg<float>({ 0.0f, 0.5f, 1.0f, 3.0f }, SHADER_ARG_INOUT); local 1167 auto inout = ShaderArg<float>({ 0.0f, 0.5f, 1.0f, 3.0f }, SHADER_ARG_INOUT); local 1183 auto inout = ShaderArg<uint32_t>({ 0, 1, 0xffff, (1u << 30), (1u << 31) }, SHADER_ARG_INOUT); local 1208 auto inout = ShaderArg<sin_vals>(input, SHADER_ARG_INOUT); local 1232 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); local 1248 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); local 1264 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); local 1280 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); local 1296 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); local 1312 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); local 1328 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); local 1345 auto inout = ShaderArg<float>({ 0.5f, 1.5f, -0.5f, -1.5f, 1.4f }, SHADER_ARG_INOUT); local 1361 auto inout = ShaderArg<float>({ 0, 0.3f, -0.3f, 0.5f, -0.5f, 1.1f, -1.1f }, local 1378 auto inout = ShaderArg<float>({ 0, 0.3f, -0.3f, 0.5f, -0.5f, 1.1f, -1.1f }, local 1423 auto inout = ShaderArg<float>({ 2.0f }, SHADER_ARG_INOUT); local 1456 auto inout = ShaderArg<float>({ 2.0f }, SHADER_ARG_INOUT); local 1478 auto inout = ShaderArg<float>({ 2.0f, 4.0f }, SHADER_ARG_INOUT); local 1500 auto inout = ShaderArg<uint8_t>({ 2, 4 }, SHADER_ARG_INOUT); local 1638 auto inout = ShaderArg<uint32_t>({ 2, 4 }, SHADER_ARG_INOUT); local 1658 auto inout = ShaderArg<uint32_t>({ 2, 4 }, SHADER_ARG_INOUT); local 1725 auto inout = ShaderArg<float>({ 0, 0.3f, -0.3f, 0.5f, -0.5f, 1.1f, -1.1f }, local 1771 auto inout = ShaderArg<int32_t>({ 2, 4 }, SHADER_ARG_INOUT); local 1789 auto inout = ShaderArg<int32_t>({ 0, 2, -1 }, SHADER_ARG_INOUT); local 1809 auto inout = ShaderArg<int32_t>(0xf, SHADER_ARG_INOUT); local 1825 auto inout = ShaderArg<int32_t>(0, SHADER_ARG_INOUT); local 1844 auto inout = ShaderArg<uint16_t>({ 2, 4 }, SHADER_ARG_INOUT); local 2038 auto inout = ShaderArg<struct s>({0, 0, 0}, SHADER_ARG_OUTPUT); local 2304 auto inout = ShaderArg<uint32_t>({ 0x00000001, 0x10000001, 0x00020002, 0x04010203 }, local [all...] |