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/third_party/libunwind/tests/
Dia64-test-nat-asm.S68 .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 …]
/third_party/skia/third_party/externals/tint/test/shader_io/
Dfragment_output_locations_struct.wgsl.expected.glsl7 float loc2;
13 float loc2;
27 wrapper_result.loc2 = inner_result.loc2;
33 out float loc2;
40 loc2 = outputs.loc2;
Dfragment_input_locations.wgsl.expected.glsl9 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;
Dvertex_input_locations.wgsl.expected.glsl7 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;
Dfragment_input_locations_struct.wgsl.expected.glsl9 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;
Dvertex_input_locations_struct.wgsl.expected.glsl7 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;
Dvertex_output_locations_struct.wgsl.expected.glsl7 float loc2;
14 float loc2;
29 wrapper_result.loc2 = inner_result.loc2;
36 out float loc2;
43 loc2 = outputs.loc2;
Dfragment_output_mixed.wgsl.expected.glsl10 float loc2;
17 float loc2;
34 wrapper_result.loc2 = inner_result.loc2;
41 out float loc2;
48 loc2 = outputs.loc2;
Dvertex_input_mixed.wgsl.expected.glsl9 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;
Dfragment_input_mixed.wgsl.expected.glsl17 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;
Dfragment_output_locations_struct.wgsl.expected.msl7 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;
Dfragment_input_locations_struct.wgsl.expected.msl7 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…
Dvertex_output_locations_struct.wgsl.expected.msl7 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;
Dvertex_input_locations_struct.wgsl.expected.msl7 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…
Dfragment_output_mixed.wgsl.expected.msl8 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;
Dvertex_input_mixed.wgsl.expected.msl9 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};
Dfragment_input_locations.wgsl.expected.hlsl4 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);
Dfragment_input_locations.wgsl.expected.msl7 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);
Dfragment_output_locations_struct.wgsl.expected.hlsl4 float loc2;
10 float loc2 : SV_Target2;
24 wrapper_result.loc2 = inner_result.loc2;
Dfragment_input_locations_struct.wgsl.expected.hlsl4 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…
Dvertex_input_locations.wgsl.expected.hlsl4 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_…
Dvertex_input_locations.wgsl.expected.msl7 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…
Dvertex_output_locations_struct.wgsl.expected.hlsl4 float loc2;
11 float loc2 : TEXCOORD2;
26 wrapper_result.loc2 = inner_result.loc2;
Dfragment_output_mixed.wgsl.expected.hlsl5 float loc2;
12 float loc2 : SV_Target2;
29 wrapper_result.loc2 = inner_result.loc2;
Dvertex_input_locations_struct.wgsl.expected.hlsl4 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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