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/third_party/skia/third_party/externals/tint/test/shader_io/
Dfragment_input_builtins_struct.wgsl.expected.msl6 bool front_facing;
12 if (inputs.front_facing) {
18 fragment void tint_symbol(float4 position [[position]], bool front_facing [[front_facing]], uint sa…
19 …FragmentInputs const tint_symbol_1 = {.position=position, .front_facing=front_facing, .sample_inde…
Dfragment_input_builtins.wgsl.expected.msl4 void tint_symbol_inner(float4 position, bool front_facing, uint sample_index, uint sample_mask) {
5 if (front_facing) {
11 fragment void tint_symbol(float4 position [[position]], bool front_facing [[front_facing]], uint sa…
12 tint_symbol_inner(position, front_facing, sample_index, sample_mask);
Dfragment_input_builtins.wgsl.expected.glsl8 bool front_facing;
13 void tint_symbol_inner(vec4 position, bool front_facing, uint sample_index, uint sample_mask) {
14 if (front_facing) {
21 …tint_symbol_inner(tint_symbol_1.position, tint_symbol_1.front_facing, tint_symbol_1.sample_index, …
27 inputs.front_facing = gl_FrontFacing;
Dfragment_input_builtins_struct.wgsl.expected.glsl8 bool front_facing;
14 bool front_facing;
20 if (inputs.front_facing) {
27 …FragmentInputs tint_symbol_3 = FragmentInputs(tint_symbol_1.position, tint_symbol_1.front_facing, …
34 inputs.front_facing = gl_FrontFacing;
Dfragment_input_mixed.wgsl.expected.msl19 void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, Fr…
20 if (front_facing) {
30 fragment void tint_symbol(float4 position [[position]], bool front_facing [[front_facing]], uint sa…
33 …tint_symbol_inner(tint_symbol_3, front_facing, tint_symbol_1.loc1, sample_index, tint_symbol_4, ti…
Dfragment_input_builtins.wgsl.expected.hlsl3 bool front_facing : SV_IsFrontFace;
8 void main_inner(float4 position, bool front_facing, uint sample_index, uint sample_mask) {
9 if (front_facing) {
16 …main_inner(tint_symbol.position, tint_symbol.front_facing, tint_symbol.sample_index, tint_symbol.s…
Dfragment_input_builtins_struct.wgsl.expected.hlsl3 bool front_facing;
9 bool front_facing : SV_IsFrontFace;
15 if (inputs.front_facing) {
22 …const FragmentInputs tint_symbol_2 = {tint_symbol.position, tint_symbol.front_facing, tint_symbol.…
Dfragment_input_mixed.wgsl.expected.glsl20 bool front_facing;
25 void tint_symbol_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, Fr…
26 if (front_facing) {
39 …tint_symbol_inner(tint_symbol_3, tint_symbol_1.front_facing, tint_symbol_1.loc1, tint_symbol_1.sam…
53 inputs.front_facing = gl_FrontFacing;
Dfragment_input_mixed.wgsl.expected.hlsl15 bool front_facing : SV_IsFrontFace;
20 void main_inner(FragmentInputs0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentI…
21 if (front_facing) {
34 …main_inner(tint_symbol_2, tint_symbol.front_facing, tint_symbol.loc1, tint_symbol.sample_index, ti…
Dfragment_input_builtins.wgsl.expected.wgsl2 fn main([[builtin(position)]] position : vec4<f32>, [[builtin(front_facing)]] front_facing : bool, …
3 if (front_facing) {
Dfragment_input_builtins.wgsl4 [[builtin(front_facing)]] front_facing : bool,
8 if (front_facing) {
Dfragment_input_builtins_struct.wgsl3 [[builtin(front_facing)]] front_facing : bool;
10 if (inputs.front_facing) {
Dfragment_input_builtins_struct.wgsl.expected.wgsl4 [[builtin(front_facing)]]
5 front_facing : bool;
14 if (inputs.front_facing) {
Dfragment_input_mixed.wgsl.expected.wgsl16 fn main(inputs0 : FragmentInputs0, [[builtin(front_facing)]] front_facing : bool, [[location(1), in…
17 if (front_facing) {
Dfragment_input_mixed.wgsl13 [[builtin(front_facing)]] front_facing : bool,
19 if (front_facing) {
Dfragment_input_builtins.wgsl.expected.spvasm17 OpName %front_facing "front_facing"
47 %front_facing = OpFunctionParameter %bool
52 OpBranchConditional %front_facing %24 %23
Dfragment_input_mixed.wgsl.expected.spvasm27 OpName %front_facing "front_facing"
77 %front_facing = OpFunctionParameter %bool
84 OpBranchConditional %front_facing %35 %34
/third_party/mesa3d/src/gallium/drivers/llvmpipe/
Dlp_bld_depth.c138 LLVMValueRef front_facing) in lp_build_stencil_test() argument
148 if (stencil[1].enabled && front_facing != NULL) { in lp_build_stencil_test()
155 res = lp_build_select(bld, front_facing, res, back_res); in lp_build_stencil_test()
248 LLVMValueRef front_facing) in lp_build_stencil_op() argument
260 if (stencil[1].enabled && front_facing != NULL) { in lp_build_stencil_op()
267 res = lp_build_select(bld, front_facing, res, back_res); in lp_build_stencil_op()
271 (stencil[1].enabled && front_facing != NULL && stencil[1].writemask != 0xff)) { in lp_build_stencil_op()
275 … if (stencil[1].enabled && stencil[1].writemask != stencil[0].writemask && front_facing != NULL) { in lp_build_stencil_op()
278 writemask = lp_build_select(bld, front_facing, writemask, back_writemask); in lp_build_stencil_op()
852 LLVMValueRef front_facing = NULL; in lp_build_depth_stencil_test() local
[all …]
/third_party/mesa3d/src/gallium/drivers/d3d12/
Dd3d12_gs_variant.cpp136 nir_ssa_def *front_facing; member
237 emit_ctx->front_facing = emit_ctx->edgeflag_cmp; in d3d12_begin_emit_primitives_gs()
239 emit_ctx->front_facing = nir_cull_face(b, pos_var, key->front_ccw); in d3d12_begin_emit_primitives_gs()
240 emit_ctx->front_facing = nir_i2i32(b, emit_ctx->front_facing); in d3d12_begin_emit_primitives_gs()
341 nir_store_var(b, emit_ctx.front_facing_var, emit_ctx.front_facing, 0x1); in d3d12_emit_points()
365 nir_store_var(b, emit_ctx.front_facing_var, emit_ctx.front_facing, 0x1); in d3d12_emit_lines()
379 nir_store_var(b, emit_ctx.front_facing_var, emit_ctx.front_facing, 0x1); in d3d12_emit_lines()
/third_party/skia/tests/sksl/shared/
DOssfuzz29085.metal9 fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _…
DOssfuzz26167.metal9 fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _…
DOssfuzz26759.metal9 fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _…
DDerivativesUnused.metal9 fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _…
DOssfuzz28904.metal9 fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _…
DDiscard.metal9 fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _…

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