Searched refs:vInput (Results 1 – 17 of 17) sorted by relevance
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-hlsl/frag/ |
D | control-dependent-in-branch.desktop.frag | 5 static float4 vInput; 9 float4 vInput : TEXCOORD0; 19 FragColor = vInput; 20 float4 _23 = uSampler.Sample(_uSampler_sampler, vInput.xy); 21 float4 _26 = ddx(vInput); 22 float4 _29 = ddy(vInput); 23 float4 _32 = fwidth(vInput); 24 float4 _35 = ddx_coarse(vInput); 25 float4 _38 = ddy_coarse(vInput); 26 float4 _41 = fwidth(vInput); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-hlsl/frag/ |
D | control-dependent-in-branch.desktop.frag | 5 static float4 vInput; 9 float4 vInput : TEXCOORD0; 19 FragColor = vInput; 20 float4 t = uSampler.Sample(_uSampler_sampler, vInput.xy); 21 float4 d0 = ddx(vInput); 22 float4 d1 = ddy(vInput); 23 float4 d2 = fwidth(vInput); 24 float4 d3 = ddx_coarse(vInput); 25 float4 d4 = ddy_coarse(vInput); 26 float4 d5 = fwidth(vInput); [all …]
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/third_party/skia/third_party/externals/spirv-cross/shaders-hlsl/frag/ |
D | control-dependent-in-branch.desktop.frag | 5 layout(location = 0) in vec4 vInput; 9 FragColor = vInput; 10 vec4 t = texture(uSampler, vInput.xy); 11 vec4 d0 = dFdx(vInput); 12 vec4 d1 = dFdy(vInput); 13 vec4 d2 = fwidth(vInput); 14 vec4 d3 = dFdxCoarse(vInput); 15 vec4 d4 = dFdyCoarse(vInput); 16 vec4 d5 = fwidthCoarse(vInput); 17 vec4 d6 = dFdxFine(vInput); [all …]
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/third_party/skia/third_party/externals/spirv-cross/shaders/desktop-only/frag/ |
D | control-dependent-in-branch.desktop.frag | 5 layout(location = 0) in vec4 vInput; 9 FragColor = vInput; 10 vec4 t = texture(uSampler, vInput.xy); 11 vec4 d0 = dFdx(vInput); 12 vec4 d1 = dFdy(vInput); 13 vec4 d2 = fwidth(vInput); 14 vec4 d3 = dFdxCoarse(vInput); 15 vec4 d4 = dFdyCoarse(vInput); 16 vec4 d5 = fwidthCoarse(vInput); 17 vec4 d6 = dFdxFine(vInput); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/desktop-only/frag/ |
D | control-dependent-in-branch.desktop.frag | 6 layout(location = 0) in vec4 vInput; 10 FragColor = vInput; 11 vec4 t = texture(uSampler, vInput.xy); 12 vec4 d0 = dFdx(vInput); 13 vec4 d1 = dFdy(vInput); 14 vec4 d2 = fwidth(vInput); 15 vec4 d3 = dFdxCoarse(vInput); 16 vec4 d4 = dFdyCoarse(vInput); 17 vec4 d5 = fwidthCoarse(vInput); 18 vec4 d6 = dFdxFine(vInput); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders/desktop-only/frag/ |
D | control-dependent-in-branch.desktop.frag | 6 layout(location = 0) in vec4 vInput; 10 FragColor = vInput; 11 vec4 _23 = texture(uSampler, vInput.xy); 12 vec4 _26 = dFdx(vInput); 13 vec4 _29 = dFdy(vInput); 14 vec4 _32 = fwidth(vInput); 15 vec4 _35 = dFdxCoarse(vInput); 16 vec4 _38 = dFdyCoarse(vInput); 17 vec4 _41 = fwidthCoarse(vInput); 18 vec4 _44 = dFdxFine(vInput); [all …]
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/third_party/skia/third_party/externals/spirv-cross/shaders-msl/frag/ |
D | control-dependent-in-branch.desktop.frag | 5 layout(location = 0) in vec4 vInput; 9 FragColor = vInput; 10 vec4 t = texture(uSampler, vInput.xy); 11 vec4 d0 = dFdx(vInput); 12 vec4 d1 = dFdy(vInput); 13 vec4 d2 = fwidth(vInput); 14 vec4 d3 = dFdxCoarse(vInput); 15 vec4 d4 = dFdyCoarse(vInput); 16 vec4 d5 = fwidthCoarse(vInput); 17 vec4 d6 = dFdxFine(vInput); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/frag/ |
D | control-dependent-in-branch.desktop.frag | 13 float4 vInput [[user(locn0)]]; 19 out.FragColor = in.vInput; 20 float4 t = uSampler.sample(uSamplerSmplr, in.vInput.xy); 21 float4 d0 = dfdx(in.vInput); 22 float4 d1 = dfdy(in.vInput); 23 float4 d2 = fwidth(in.vInput); 24 float4 d3 = dfdx(in.vInput); 25 float4 d4 = dfdy(in.vInput); 26 float4 d5 = fwidth(in.vInput); 27 float4 d6 = dfdx(in.vInput); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/frag/ |
D | control-dependent-in-branch.desktop.frag | 13 float4 vInput [[user(locn0)]]; 19 out.FragColor = in.vInput; 20 float4 _23 = uSampler.sample(uSamplerSmplr, in.vInput.xy); 21 float4 _26 = dfdx(in.vInput); 22 float4 _29 = dfdy(in.vInput); 23 float4 _32 = fwidth(in.vInput); 24 float4 _35 = dfdx(in.vInput); 25 float4 _38 = dfdy(in.vInput); 26 float4 _41 = fwidth(in.vInput); 27 float4 _44 = dfdx(in.vInput); [all …]
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/third_party/skia/third_party/externals/spirv-cross/shaders-msl/desktop-only/tesc/ |
D | arrayed-output.desktop.sso.tesc | 6 layout(location = 0) in vec3 vInput[]; 11 vInput[gl_InvocationID] + 12 vInput[gl_InvocationID ^ 1];
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D | struct-copy.desktop.sso.multi-patch.tesc | 11 layout(location = 0) in Boo vInput[]; 15 vVertex[gl_InvocationID] = vInput[gl_InvocationID];
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D | struct-copy.desktop.sso.tesc | 11 layout(location = 0) in Boo vInput[]; 15 vVertex[gl_InvocationID] = vInput[gl_InvocationID];
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/desktop-only/tesc/ |
D | arrayed-output.desktop.sso.tesc | 59 float3 vInput [[attribute(0)]]; 71 …l_out[gl_InvocationID].vVertex = gl_in[gl_InvocationID].vInput + gl_in[gl_InvocationID ^ 1].vInput;
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D | struct-copy.desktop.sso.multi-patch.tesc | 19 Boo vInput; 28 gl_out[gl_InvocationID].vVertex = gl_in[gl_InvocationID].vInput;
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/desktop-only/tesc/ |
D | arrayed-output.desktop.sso.tesc | 59 float3 vInput [[attribute(0)]]; 71 …l_out[gl_InvocationID].vVertex = gl_in[gl_InvocationID].vInput + gl_in[gl_InvocationID ^ 1].vInput;
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D | struct-copy.desktop.sso.multi-patch.tesc | 19 Boo vInput; 28 gl_out[gl_InvocationID].vVertex = gl_in[gl_InvocationID].vInput;
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/third_party/mesa3d/src/gallium/drivers/swr/rasterizer/jitter/ |
D | fetch_jit.cpp | 111 void UnpackComponents(SWR_FORMAT format, Value* vInput, Value* result[4]); 354 void FetchJit::UnpackComponents(SWR_FORMAT format, Value* vInput, Value* result[4]) in UnpackComponents() argument 364 Value* comp = AND(vInput, bitmask); in UnpackComponents()
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