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/third_party/skia/third_party/externals/tint/test/bug/tint/
D948.wgsl.expected.glsl11 vec2 outputSize;
12 vec2 stageSize;
13 vec2 spriteMapSize;
20 vec2 tUV = vec2(0.0f, 0.0f);
30 vec2 tileID_1 = vec2(0.0f, 0.0f);
31 vec2 levelUnits = vec2(0.0f, 0.0f);
32 vec2 stageUnits_1 = vec2(0.0f, 0.0f);
34 vec2 vUV = vec2(0.0f, 0.0f);
41 vec4 x_40 = texture(frameMapTexture, vec2(fX, 0.0f), 0.0f);
42 vec4 x_47 = texture(frameMapTexture, vec2(fX, 0.25f), 0.0f);
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D948.wgsl7 outputSize : vec2<f32>;
8 stageSize : vec2<f32>;
9 spriteMapSize : vec2<f32>;
21 var<private> tUV : vec2<f32>;
41 var<private> tileID_1 : vec2<f32>;
43 var<private> levelUnits : vec2<f32>;
45 var<private> stageUnits_1 : vec2<f32>;
49 var<private> vUV : vec2<f32>;
57 …let x_40 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_37, 0.0), 0…
59 …let x_47 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_44, 0.25), …
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D948.wgsl.expected.wgsl7 outputSize : vec2<f32>;
8 stageSize : vec2<f32>;
9 spriteMapSize : vec2<f32>;
21 var<private> tUV : vec2<f32>;
41 var<private> tileID_1 : vec2<f32>;
43 var<private> levelUnits : vec2<f32>;
45 var<private> stageUnits_1 : vec2<f32>;
49 var<private> vUV : vec2<f32>;
57 …let x_40 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_37, 0.0), 0…
59 …let x_47 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_44, 0.25), …
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D749.spvasm.expected.glsl11 vec2 resolution;
67 vec2 x_527 = vec2(x_526.x, x_526.x);
84 vec2 x_530 = vec2(x_529.z, x_529.y);
117 vec2 x_537 = vec2(0.0f, 0.0f);
170 x_537 = vec2(vec3(1.0f, 2.0f, 3.0f).y, vec3(1.0f, 2.0f, 3.0f).z);
213 vec2 x_540 = vec2(vec3(1.0f, 2.0f, 3.0f).y, x_534.z);
233 vec2 x_543 = vec2(x_539.x, x_541.y);
246 vec2 x_545 = vec2(x_537.y, x_538.x);
254 vec2 x_546 = vec2(x_545.x, x_545.x);
301 vec2 x_549 = vec2(x_534.x, x_534.y);
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/comp/
Dgenerate_height.comp6 vec2 distribution[];
42 vec2 alias(vec2 i, vec2 N)
47 vec2 cmul(vec2 a, vec2 b)
49 vec2 r3 = a.yx;
50 vec2 r1 = b.xx;
51 vec2 R0 = a * r1;
52 vec2 r2 = b.yy;
53 vec2 R1 = r2 * r3;
54 return R0 + vec2(-R1.x, R1.y);
57 uint pack2(vec2 v)
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/third_party/skia/tests/sksl/shared/
DVectorConstructors.glsl6 …2f2f2b2b2b3(vec2 v1, vec2 v2, vec2 v3, vec3 v4, ivec2 v5, ivec2 v6, vec2 v7, vec2 v8, vec4 v9, ive…
10 vec2 v1 = vec2(1.0);
11 vec2 v2 = vec2(1.0, 2.0);
12 vec2 v3 = vec2(1.0);
13 vec3 v4 = vec3(vec2(1.0), 1.0);
16 vec2 v7 = vec2(1.0, 2.0);
17 vec2 v8 = vec2(v5);
21 vec2 v12 = vec2(1.0, 0.0);
22 vec2 v13 = vec2(0.0);
23 vec2 v14 = vec2(0.0);
/third_party/skia/third_party/externals/spirv-cross/reference/shaders/tesc/
Dwater_tess.tesc9 vec2 uPatchSize;
10 vec2 uMaxTessLevel;
15 layout(location = 1) patch out vec2 vOutPatchPosBase;
17 layout(location = 0) in vec2 vPatchPosBase[];
19 bool frustum_cull(vec2 p0)
21 vec2 min_xz = (p0 - vec2(10.0)) * _41.uScale.xy;
22 vec2 max_xz = ((p0 + _41.uPatchSize) + vec2(10.0)) * _41.uScale.xy;
42 float lod_factor(vec2 pos_)
44 vec2 pos = pos_ * _41.uScale.xy;
60 void compute_tess_levels(vec2 p0)
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/tese/
Dwater_tess.tese9 vec2 uInvScale;
11 vec2 uPatchSize;
12 vec2 uInvHeightmapSize;
17 layout(location = 0) patch in vec2 vOutPatchPosBase;
22 vec2 lerp_vertex(vec2 tess_coord)
27 mediump vec2 lod_factor(vec2 tess_coord)
29 mediump vec2 x = mix(vPatchLods.yx, vPatchLods.zw, vec2(tess_coord.x));
33 return vec2(floor_level, fract_level);
36 mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod)
43 vec2 tess_coord = gl_TessCoord.xy;
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/third_party/skia/third_party/externals/tint/test/samples/
Dcompute_boids.wgsl.expected.glsl5 vec2 a_particlePos;
6 vec2 a_particleVel;
7 vec2 a_pos;
13 vec4 vert_main_inner(vec2 a_particlePos, vec2 a_particleVel, vec2 a_pos) {
15vec2 pos = vec2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_po…
23 vec2 pos;
24 vec2 vel;
36 in vec2 a_particlePos;
37 in vec2 a_particleVel;
38 in vec2 a_pos;
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/third_party/skia/third_party/externals/tint/test/bug/dawn/
D947.wgsl.expected.glsl6 vec2 u_scale;
7 vec2 u_offset;
11 vec2 texcoords;
18 vec2 texcoords;
23 vec2 texcoord[3] = vec2[3](vec2(-0.5f, 0.0f), vec2(1.5f, 0.0f), vec2(0.5f, 2.0f));
24 VertexOutputs tint_symbol = VertexOutputs(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
25 tint_symbol.position = vec4(((texcoord[VertexIndex] * 2.0f) - vec2(1.0f, 1.0f)), 0.0f, 1.0f);
28 …excoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.…
30 …tint_symbol.texcoords = ((((texcoord[VertexIndex] * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f)) * unifo…
36 vec2 texcoord;
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D947.wgsl.expected.wgsl3 u_scale : vec2<f32>;
4 u_offset : vec2<f32>;
11 texcoords : vec2<f32>;
18 …var texcoord = array<vec2<f32>, 3>(vec2<f32>(-0.5, 0.0), vec2<f32>(1.5, 0.0), vec2<f32>(0.5, 2.0));
20 output.position = vec4<f32>(((texcoord[VertexIndex] * 2.0) - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
23 …coord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2<f32>(1.0, -1.0)) + vec2<f32>(0.…
25 …output.texcoords = ((((texcoord[VertexIndex] * vec2<f32>(1.0, -1.0)) + vec2<f32>(0.0, 1.0)) * unif…
35 fn fs_main([[location(0)]] texcoord : vec2<f32>) -> [[location(0)]] vec4<f32> {
36 var clampedTexcoord = clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
/third_party/vk-gl-cts/external/vulkancts/data/vulkan/draw/
DVertexFetchShaderDrawParametersDrawIndex.vert15 vec2 perVertex = vec2(in_position.x, in_position.y);
16vec2 perInstance[5] = vec2[5](vec2(0.0, 0.0), vec2(-0.3, 0.0), vec2(0.0, 0.3), vec2(0.5, 0.5), vec…
17 vec2 perDraw[4] = vec2[4](vec2(0.0, 0.0), vec2(-0.3, -0.3), vec2(0.3, 0.3), vec2(1.0, 0.5));
/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/stable-triangle-clamp-conditional-mix/
D1.wgsl3 resolution : vec2<f32>;
12 fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 {
20 …vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f3…
26 var param : vec2<f32>;
27 var param_1 : vec2<f32>;
29 var param_2 : vec2<f32>;
30 var param_3 : vec2<f32>;
32 var param_4 : vec2<f32>;
33 var param_5 : vec2<f32>;
42 let x_108 : vec2<f32> = vec2<f32>(0.0, x_107);
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D0.wgsl3 resolution : vec2<f32>;
12 fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 {
20 …vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f3…
22 var param : vec2<f32>;
23 var param_1 : vec2<f32>;
25 var param_2 : vec2<f32>;
26 var param_3 : vec2<f32>;
28 var param_4 : vec2<f32>;
29 var param_5 : vec2<f32>;
42 param = vec2<f32>((x_88 - x_90), (x_93 - x_95));
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/third_party/vk-gl-cts/data/gles3/shaders/
Dswizzle_math_operations.test10 …input vec2 in0 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
11 …input vec2 in1 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
34 …input vec2 in0 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
35 …input vec2 in1 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
36 …output vec2 out0 = [ vec2(0.2, 0.2) | vec2(2.0, 2.0) | vec2(-1.0, -1.0) | vec2(-64.0, -64.0) | vec…
58 …input vec2 in0 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
59 …input vec2 in1 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
60 …output vec2 out0 = [ vec2(0.6, 0.6) | vec2(2.25, 2.25) | vec2(-2.75, -2.75) | vec2(32.0, 32.0) | v…
82 …input vec2 in0 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
83 …input vec2 in1 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2
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/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/spv-stable-orbit-O-mutate-variable/
D0.wgsl3 resolution : vec2<f32>;
14 var x_77 : vec2<i32>;
15 var x_110 : vec2<i32>;
17 var x_77_phi : vec2<i32>;
19 var x_111_phi : vec2<i32>;
20 var x_113_phi : vec2<i32>;
22 let x_59 : vec2<f32> = x_6.resolution;
23 let x_60 : vec2<f32> = (vec2<f32>(x_56.x, x_56.y) / x_59);
26 …let x_75 : vec2<i32> = vec2<i32>(((((x_63 & 5) | (x_66 & 10)) * 8) + ((x_66 & 5) | (x_63 & 10))), …
30 var x_91 : vec2<i32>;
[all …]
D1.wgsl3 resolution : vec2<f32>;
14 var x_80 : vec2<i32>;
15 var x_113 : vec2<i32>;
17 var x_80_phi : vec2<i32>;
19 var x_114_phi : vec2<i32>;
20 var x_116_phi : vec2<i32>;
22 let x_62 : vec2<f32> = x_6.resolution;
23 let x_63 : vec2<f32> = (vec2<f32>(x_59.x, x_59.y) / x_62);
26 …let x_78 : vec2<i32> = vec2<i32>(((((x_66 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_66 & 10))), …
30 var x_94 : vec2<i32>;
[all …]
/third_party/skia/third_party/externals/spirv-cross/shaders/tese/
Dwater_tess.tese7 layout(location = 0) patch in vec2 vOutPatchPosBase;
14 vec2 uInvScale;
16 vec2 uPatchSize;
17 vec2 uInvHeightmapSize;
24 vec2 lerp_vertex(vec2 tess_coord)
29 mediump vec2 lod_factor(vec2 tess_coord)
31 mediump vec2 x = mix(vPatchLods.yx, vPatchLods.zw, tess_coord.x);
35 return vec2(floor_level, fract_level);
38 mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod)
48 vec2 tess_coord = gl_TessCoord.xy;
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/third_party/skia/third_party/externals/spirv-cross/shaders-msl/tese/
Dwater_tess.tese7 layout(location = 0) patch in vec2 vOutPatchPosBase;
14 vec2 uInvScale;
16 vec2 uPatchSize;
17 vec2 uInvHeightmapSize;
24 vec2 lerp_vertex(vec2 tess_coord)
29 mediump vec2 lod_factor(vec2 tess_coord)
31 mediump vec2 x = mix(vPatchLods.yx, vPatchLods.zw, tess_coord.x);
35 return vec2(floor_level, fract_level);
38 mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod)
48 vec2 tess_coord = gl_TessCoord.xy;
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/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/spv-stable-orbit-Os-access-chain-mutate-pointer/
D0.wgsl3 resolution : vec2<f32>;
14 var x_76 : vec2<i32>;
15 var x_109 : vec2<i32>;
17 var x_76_phi : vec2<i32>;
19 var x_110_phi : vec2<i32>;
20 var x_112_phi : vec2<i32>;
22 let x_58 : vec2<f32> = x_6.resolution;
23 let x_59 : vec2<f32> = (vec2<f32>(x_55.x, x_55.y) / x_58);
26 …let x_74 : vec2<i32> = vec2<i32>(((((x_62 & 5) | (x_65 & 10)) * 8) + ((x_65 & 5) | (x_62 & 10))), …
30 var x_90 : vec2<i32>;
[all …]
D2.wgsl3 resolution : vec2<f32>;
14 var x_80 : vec2<i32>;
15 var x_113 : vec2<i32>;
17 var x_80_phi : vec2<i32>;
19 var x_114_phi : vec2<i32>;
20 var x_116_phi : vec2<i32>;
22 let x_61 : vec2<f32> = x_6.resolution;
23 let x_62 : vec2<f32> = (vec2<f32>(x_58.x, x_58.y) / x_61);
27 …let x_78 : vec2<i32> = vec2<i32>(((((x_65 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_65 & 10))), …
31 var x_94 : vec2<i32>;
[all …]
/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/stable-triangle-array-nested-loop/
D0-opt.wgsl3 resolution : vec2<f32>;
12 fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 {
20 …vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f3…
24 var param : vec2<f32>;
25 var param_1 : vec2<f32>;
27 var param_2 : vec2<f32>;
28 var param_3 : vec2<f32>;
30 var param_4 : vec2<f32>;
31 var param_5 : vec2<f32>;
47 param = vec2<f32>((x_95 - x_97), (x_100 - x_102));
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/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/stable-triangle-nested-conditional-clamped-float/
D0.wgsl3 resolution : vec2<f32>;
12 fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 {
20 …vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f3…
22 var param : vec2<f32>;
23 var param_1 : vec2<f32>;
25 var param_2 : vec2<f32>;
26 var param_3 : vec2<f32>;
28 var param_4 : vec2<f32>;
29 var param_5 : vec2<f32>;
42 param = vec2<f32>((x_88 - x_90), (x_93 - x_95));
[all …]
/third_party/skia/third_party/externals/spirv-cross/shaders/comp/
Dgenerate_height.comp7 vec2 distribution[];
20 vec2 alias(vec2 i, vec2 N)
35 vec2 cmul(vec2 a, vec2 b)
37 vec2 r3 = a.yx;
38 vec2 r1 = b.xx;
39 vec2 R0 = a * r1;
40 vec2 r2 = b.yy;
41 vec2 R1 = r2 * r3;
42 return R0 + vec2(-R1.x, R1.y);
45 uint pack2(vec2 v)
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders/tesc/
Dwater_tess.tesc9 vec2 uPatchSize;
10 vec2 uMaxTessLevel;
15 layout(location = 1) patch out vec2 vOutPatchPosBase;
17 layout(location = 0) in vec2 vPatchPosBase[];
21 vec2 _431 = (vPatchPosBase[0] - vec2(10.0)) * _41.uScale.xy;
22 vec2 _441 = ((vPatchPosBase[0] + _41.uPatchSize) + vec2(10.0)) * _41.uScale.xy;
49 vec2 _681 = (vPatchPosBase[0] + (vec2(-0.5) * _41.uPatchSize)) * _41.uScale.xy;
50 vec2 _710 = (vPatchPosBase[0] + (vec2(0.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;
52 vec2 _739 = (vPatchPosBase[0] + (vec2(1.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;
53 vec2 _768 = (vPatchPosBase[0] + (vec2(-0.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy;
[all …]

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