/third_party/libunwind/tests/ |
D | ia64-test-nat-asm.S | 68 .spillreg r4, loc2 69 mov loc2 = r4 83 mov r4 = loc2 118 CALL_NEXT(loc2) 144 .save pr, loc2 145 mov loc2 = pr // save predicates 167 mov pr = loc2, -1 183 .save ar.unat, loc2 184 mov loc2 = ar.unat 205 mov ar.unat = loc2 // restore ar.unat [all …]
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/third_party/skia/third_party/externals/tint/test/shader_io/ |
D | fragment_output_locations_struct.wgsl.expected.glsl | 7 float loc2; 13 float loc2; 27 wrapper_result.loc2 = inner_result.loc2; 33 out float loc2; 40 loc2 = outputs.loc2;
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D | fragment_input_locations.wgsl.expected.glsl | 9 float loc2; 13 void tint_symbol_inner(int loc0, uint loc1, float loc2, vec4 loc3) { 16 float f = loc2; 21 tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3); 26 in float loc2; 32 inputs.loc2 = loc2;
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D | vertex_input_locations.wgsl.expected.glsl | 7 float loc2; 14 vec4 tint_symbol_inner(int loc0, uint loc1, float loc2, vec4 loc3) { 17 float f = loc2; 23 …vec4 inner_result = tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, … 30 in float loc2; 36 inputs.loc2 = loc2;
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D | fragment_input_locations_struct.wgsl.expected.glsl | 9 float loc2; 15 float loc2; 22 float f = inputs.loc2; 27 …_3 = FragmentInputs(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3… 33 in float loc2; 39 inputs.loc2 = loc2;
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D | vertex_input_locations_struct.wgsl.expected.glsl | 7 float loc2; 13 float loc2; 23 float f = inputs.loc2; 29 …ol_4 = VertexInputs(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3… 37 in float loc2; 43 inputs.loc2 = loc2;
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D | vertex_output_locations_struct.wgsl.expected.glsl | 7 float loc2; 14 float loc2; 29 wrapper_result.loc2 = inner_result.loc2; 36 out float loc2; 43 loc2 = outputs.loc2;
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D | fragment_output_mixed.wgsl.expected.glsl | 10 float loc2; 17 float loc2; 34 wrapper_result.loc2 = inner_result.loc2; 41 out float loc2; 48 loc2 = outputs.loc2;
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D | vertex_input_mixed.wgsl.expected.glsl | 9 float loc2; 15 float loc2; 28 float f = inputs1.loc2; 35 VertexInputs1 tint_symbol_5 = VertexInputs1(tint_symbol_1.loc2, tint_symbol_1.loc3); 43 in float loc2; 49 inputs.loc2 = loc2;
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D | fragment_input_mixed.wgsl.expected.glsl | 17 float loc2; 25 …s0 inputs0, bool front_facing, uint loc1, uint sample_index, FragmentInputs1 inputs1, float loc2) { 31 float f = loc2; 39 …1.front_facing, tint_symbol_1.loc1, tint_symbol_1.sample_index, tint_symbol_4, tint_symbol_1.loc2); 44 in float loc2; 50 inputs.loc2 = loc2;
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D | fragment_output_locations_struct.wgsl.expected.msl | 7 float loc2; 13 float loc2 [[color(2)]]; 18 …FragmentOutputs const tint_symbol_2 = {.loc0=1, .loc1=1u, .loc2=1.0f, .loc3=float4(1.0f, 2.0f, 3.0… 27 wrapper_result.loc2 = inner_result.loc2;
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D | fragment_input_locations_struct.wgsl.expected.msl | 7 float loc2; 13 float loc2 [[user(locn2)]]; 20 float const f = inputs.loc2; 25 …symbol_3 = {.loc0=tint_symbol_1.loc0, .loc1=tint_symbol_1.loc1, .loc2=tint_symbol_1.loc2, .loc3=ti…
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D | vertex_output_locations_struct.wgsl.expected.msl | 7 float loc2; 14 float loc2 [[user(locn2)]]; 20 …VertexOutputs const tint_symbol_2 = {.loc0=1, .loc1=1u, .loc2=1.0f, .loc3=float4(1.0f, 2.0f, 3.0f,… 29 wrapper_result.loc2 = inner_result.loc2;
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D | vertex_input_locations_struct.wgsl.expected.msl | 7 float loc2; 13 float loc2 [[attribute(2)]]; 23 float const f = inputs.loc2; 29 …symbol_4 = {.loc0=tint_symbol_1.loc0, .loc1=tint_symbol_1.loc1, .loc2=tint_symbol_1.loc2, .loc3=ti…
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D | fragment_output_mixed.wgsl.expected.msl | 8 float loc2; 15 float loc2 [[color(2)]]; 22 …FragmentOutputs const tint_symbol_2 = {.loc0=1, .frag_depth=2.0f, .loc1=1u, .loc2=1.0f, .sample_ma… 32 wrapper_result.loc2 = inner_result.loc2;
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D | vertex_input_mixed.wgsl.expected.msl | 9 float loc2; 15 float loc2 [[attribute(2)]]; 26 float const f = inputs1.loc2; 33 VertexInputs1 const tint_symbol_5 = {.loc2=tint_symbol_1.loc2, .loc3=tint_symbol_1.loc3};
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D | fragment_input_locations.wgsl.expected.hlsl | 4 float loc2 : TEXCOORD2; 8 void main_inner(int loc0, uint loc1, float loc2, float4 loc3) { 11 const float f = loc2; 16 main_inner(tint_symbol.loc0, tint_symbol.loc1, tint_symbol.loc2, tint_symbol.loc3);
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D | fragment_input_locations.wgsl.expected.msl | 7 float loc2 [[user(locn2)]]; 11 void tint_symbol_inner(int loc0, uint loc1, float loc2, float4 loc3) { 14 float const f = loc2; 19 tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3);
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D | fragment_output_locations_struct.wgsl.expected.hlsl | 4 float loc2; 10 float loc2 : SV_Target2; 24 wrapper_result.loc2 = inner_result.loc2;
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D | fragment_input_locations_struct.wgsl.expected.hlsl | 4 float loc2; 10 float loc2 : TEXCOORD2; 17 const float f = inputs.loc2; 22 …const FragmentInputs tint_symbol_2 = {tint_symbol.loc0, tint_symbol.loc1, tint_symbol.loc2, tint_s…
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D | vertex_input_locations.wgsl.expected.hlsl | 4 float loc2 : TEXCOORD2; 11 float4 main_inner(int loc0, uint loc1, float loc2, float4 loc3) { 14 const float f = loc2; 20 …const float4 inner_result = main_inner(tint_symbol.loc0, tint_symbol.loc1, tint_symbol.loc2, tint_…
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D | vertex_input_locations.wgsl.expected.msl | 7 float loc2 [[attribute(2)]]; 14 float4 tint_symbol_inner(int loc0, uint loc1, float loc2, float4 loc3) { 17 float const f = loc2; 23 …= tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3…
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D | vertex_output_locations_struct.wgsl.expected.hlsl | 4 float loc2; 11 float loc2 : TEXCOORD2; 26 wrapper_result.loc2 = inner_result.loc2;
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D | fragment_output_mixed.wgsl.expected.hlsl | 5 float loc2; 12 float loc2 : SV_Target2; 29 wrapper_result.loc2 = inner_result.loc2;
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D | vertex_input_locations_struct.wgsl.expected.hlsl | 4 float loc2; 10 float loc2 : TEXCOORD2; 20 const float f = inputs.loc2; 26 …const VertexInputs tint_symbol_3 = {tint_symbol.loc0, tint_symbol.loc1, tint_symbol.loc2, tint_sym…
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