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/third_party/skia/resources/sksl/shared/
DVectorConstructors.sksl6 bool check(float2 v1, float2 v2, float2 v3, float3 v4, int2 v5, int2 v6, float2 v7, float2 v8,
7 float4 v9, int2 v10, bool4 v11, float2 v12, float2 v13, float2 v14, bool2 v15,
16 half4 main(float2 coords) {
17 float2 v1 = float2(1);
18 float2 v2 = float2(1, 2);
19 float2 v3 = float2(float2(1));
20 float3 v4 = float3(float2(1), 1.0);
22 int2 v6 = int2(float2(1, 2));
23 float2 v7 = float2(int2(1, 2));
24 float2 v8 = float2(v5);
[all …]
DArrayTypes.sksl2 float2 v;
6 z[0].v = float2(0, 1);
7 z[1].v = float2(2, 1);
10 half4 main(float2 coords) {
11 float2 x[2];
12 x[0] = float2( 0, 0);
13 x[1] = float2( 1, 0);
14 float2 y[2];
15 y[0] = float2( 0, 1);
16 y[1] = float2(-1, 2);
/third_party/skia/tests/sksl/shared/
DVectorConstructors.metal14 …b3(float2 v1, float2 v2, float2 v3, float3 v4, int2 v5, int2 v6, float2 v7, float2 v8, float4 v9, …
20 float2 v1 = float2(1.0);
21 float2 v2 = float2(1.0, 2.0);
22 float2 v3 = float2(1.0);
23 float3 v4 = float3(float2(1.0), 1.0);
26 float2 v7 = float2(1.0, 2.0);
27 float2 v8 = float2(v5);
31 float2 v12 = float2(1.0, 0.0);
32 float2 v13 = float2(0.0);
33 float2 v14 = float2(0.0);
DGaussianBlur.metal5 float2 vLocalCoord_Stage0 [[user(locn0)]];
27 half4 MatrixEffect_Stage1_c0_c0_h4h4f2(thread Globals& _globals, half4 _input, float2 _coords) {
28 float2 _1_inCoord = (_globals._anonInterface0->umatrix_Stage1_c0_c0 * float3(_coords, 1.0)).xy;
30 float2 _2_subsetCoord;
33 float2 _3_clampedCoord;
56float2 _7_coord = _in.vLocalCoord_Stage0 - float2(12.0h * _globals._anonInterface0->uIncrement_Sta…
57 float2 _8_coordSampled = float2(0.0, 0.0);
60 _7_coord += float2(_globals._anonInterface0->uIncrement_Stage1_c0);
63 _7_coord += float2(_globals._anonInterface0->uIncrement_Stage1_c0);
66 _7_coord += float2(_globals._anonInterface0->uIncrement_Stage1_c0);
[all …]
/third_party/skia/third_party/externals/tint/test/bug/tint/
D948.wgsl.expected.hlsl6 static float2 tUV = float2(0.0f, 0.0f);
16 static float2 tileID_1 = float2(0.0f, 0.0f);
17 static float2 levelUnits = float2(0.0f, 0.0f);
18 static float2 stageUnits_1 = float2(0.0f, 0.0f);
20 static float2 vUV = float2(0.0f, 0.0f);
27 const float4 x_40 = frameMapTexture.SampleBias(frameMapSampler, float2(fX, 0.0f), 0.0f);
28 const float4 x_47 = frameMapTexture.SampleBias(frameMapSampler, float2(fX, 0.25f), 0.0f);
29 const float4 x_54 = frameMapTexture.SampleBias(frameMapSampler, float2(fX, 0.5f), 0.0f);
35 float2 tileUV = float2(0.0f, 0.0f);
36 float2 tileID = float2(0.0f, 0.0f);
[all …]
D948.wgsl.expected.msl20 /* 0x0050 */ float2 outputSize;
21 /* 0x0058 */ float2 stageSize;
22 /* 0x0060 */ float2 spriteMapSize;
33 float2 vUV_param [[user(locn1)]];
34 float2 tUV_param [[user(locn2)]];
35 float2 stageUnits_1_param [[user(locn3)]];
36 float2 levelUnits_param [[user(locn4)]];
37 float2 tileID_1_param [[user(locn5)]];
49 float4 const x_40 = tint_symbol_6.sample(tint_symbol_7, float2(x_37, 0.0f), bias(0.0f));
51 float4 const x_47 = tint_symbol_6.sample(tint_symbol_7, float2(x_44, 0.25f), bias(0.0f));
[all …]
D749.spvasm.expected.hlsl66 const float2 x_527 = float2(x_526.x, x_526.x);
83 const float2 x_530 = float2(x_529.z, x_529.y);
116 float2 x_537 = float2(0.0f, 0.0f);
169 x_537 = float2(float3(1.0f, 2.0f, 3.0f).y, float3(1.0f, 2.0f, 3.0f).z);
212 const float2 x_540 = float2(float3(1.0f, 2.0f, 3.0f).y, x_534.z);
232 const float2 x_543 = float2(x_539.x, x_541.y);
245 const float2 x_545 = float2(x_537.y, x_538.x);
253 const float2 x_546 = float2(x_545.x, x_545.x);
300 const float2 x_549 = float2(x_534.x, x_534.y);
317 const float2 x_550 = float2(x_534.x, x_534.x);
[all …]
D749.spvasm.expected.msl11 /* 0x0000 */ float2 resolution;
72 float2 const x_527 = float2(x_526[0], x_526[0]);
89 float2 const x_530 = float2(x_529[2], x_529[1]);
122 float2 x_537 = 0.0f;
175 x_537 = float2(float3(1.0f, 2.0f, 3.0f)[1], float3(1.0f, 2.0f, 3.0f)[2]);
218 float2 const x_540 = float2(float3(1.0f, 2.0f, 3.0f)[1], x_534[2]);
238 float2 const x_543 = float2(x_539[0], x_541[1]);
251 float2 const x_545 = float2(x_537[1], x_538[0]);
259 float2 const x_546 = float2(x_545[0], x_545[0]);
307 float2 const x_549 = float2(x_534[0], x_534[1]);
[all …]
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/tese/
Dwater_tess.tese12 float2 uInvScale;
14 float2 uPatchSize;
15 float2 uInvHeightmapSize;
27 float2 vOutPatchPosBase [[attribute(0)]];
32 float2 lerp_vertex(thread const float2& tess_coord, thread float2& vOutPatchPosBase, constant UBO& …
38 float2 lod_factor(thread const float2& tess_coord, thread float4& vPatchLods)
40 float2 x = mix(vPatchLods.yx, vPatchLods.zw, float2(tess_coord.x));
44 return float2(floor_level, fract_level);
48 float3 sample_height_displacement(thread const float2& uv, thread const float2& off, thread const f…
53 …ment [[texture(0)]], sampler uHeightmapDisplacementSmplr [[sampler(0)]], float2 gl_TessCoord [[pos…
[all …]
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/tesc/
Dwater_tess.tesc12 float2 uPatchSize;
13 float2 uMaxTessLevel;
20 float2 vOutPatchPosBase;
26 float2 vPatchPosBase [[attribute(0)]];
30 bool frustum_cull(thread const float2& p0, constant UBO& v_41)
32 float2 min_xz = (p0 - float2(10.0)) * v_41.uScale.xy;
33 float2 max_xz = ((p0 + v_41.uPatchSize) + float2(10.0)) * v_41.uScale.xy;
54 float lod_factor(thread const float2& pos_, constant UBO& v_41)
56 float2 pos = pos_ * v_41.uScale.xy;
75 void compute_tess_levels(thread const float2& p0, constant UBO& v_41, device float2& vOutPatchPosBa…
[all …]
Dwater_tess.multi-patch.tesc12 float2 uPatchSize;
13 float2 uMaxTessLevel;
20 float2 vOutPatchPosBase;
31 bool frustum_cull(thread const float2& p0, constant UBO& v_41)
33 float2 min_xz = (p0 - float2(10.0)) * v_41.uScale.xy;
34 float2 max_xz = ((p0 + v_41.uPatchSize) + float2(10.0)) * v_41.uScale.xy;
55 float lod_factor(thread const float2& pos_, constant UBO& v_41)
57 float2 pos = pos_ * v_41.uScale.xy;
76 void compute_tess_levels(thread const float2& p0, constant UBO& v_41, device float2& vOutPatchPosBa…
79 float2 param = p0 + (float2(-0.5) * v_41.uPatchSize);
[all …]
/third_party/skia/third_party/externals/tint/test/bug/dawn/
D947.wgsl.expected.msl5 /* 0x0000 */ float2 u_scale;
6 /* 0x0008 */ float2 u_offset;
9 float2 texcoords;
13 float2 texcoords [[user(locn0)]];
17 float2 arr[3];
20 float2 texcoord [[user(locn0)]];
27 …tint_array_wrapper texcoord = {.arr={float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)}};
29 output.position = float4(((texcoord.arr[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f);
32 … (*(tint_symbol_4)).u_scale) + (*(tint_symbol_4)).u_offset) * float2(1.0f, -1.0f)) + float2(0.0f, …
34 …output.texcoords = ((((texcoord.arr[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * (*…
[all …]
D947.wgsl.expected.hlsl6 float2 texcoords;
13 float2 texcoords : TEXCOORD0;
18 float2 texcoord[3] = {float2(-0.5f, 0.0f), float2(1.5f, 0.0f), float2(0.5f, 2.0f)};
20 output.position = float4(((texcoord[VertexIndex] * 2.0f) - float2(1.0f, 1.0f)), 0.0f, 1.0f);
23 …ndex] * asfloat(uniforms[0].xy)) + asfloat(uniforms[0].zw)) * float2(1.0f, -1.0f)) + float2(0.0f, …
25 …output.texcoords = ((((texcoord[VertexIndex] * float2(1.0f, -1.0f)) + float2(0.0f, 1.0f)) * asfloa…
42 float2 texcoord : TEXCOORD0;
48 float4 fs_main_inner(float2 texcoord) {
50 float2 clampedTexcoord = clamp(texcoord, float2(0.0f, 0.0f), float2(1.0f, 1.0f));
/third_party/skia/third_party/externals/tint/test/samples/
Dcompute_boids.wgsl.expected.msl5 float2 a_particlePos [[attribute(0)]];
6 float2 a_particleVel [[attribute(1)]];
7 float2 a_pos [[attribute(2)]];
16 /* 0x0000 */ float2 pos;
17 /* 0x0008 */ float2 vel;
35 float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) {
37float2 pos = float2(((a_pos[0] * cos(angle)) - (a_pos[1] * sin(angle))), ((a_pos[0] * sin(angle)) …
64 float2 vPos = (*(tint_symbol_4)).particles.arr[index].pos;
65 float2 vVel = (*(tint_symbol_4)).particles.arr[index].vel;
66 float2 cMass = float2(0.0f, 0.0f);
[all …]
Dcompute_boids.wgsl.expected.hlsl2 float2 a_particlePos : TEXCOORD0;
3 float2 a_particleVel : TEXCOORD1;
4 float2 a_pos : TEXCOORD2;
10 float4 vert_main_inner(float2 a_particlePos, float2 a_particleVel, float2 a_pos) {
12float2 pos = float2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (…
53 float2 vPos = asfloat(particlesA.Load2((16u * index)));
54 float2 vVel = asfloat(particlesA.Load2(((16u * index) + 8u)));
55 float2 cMass = float2(0.0f, 0.0f);
56 float2 cVel = float2(0.0f, 0.0f);
57 float2 colVel = float2(0.0f, 0.0f);
[all …]
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/asm/frag/
Dpull-model-interpolation.asm.msl23.frag53 spvUnsafeArray<float2, 2> v;
66 interpolant<float2, interpolation::perspective> baz [[user(locn2)]];
68 interpolant<float2, interpolation::perspective> a_0 [[user(locn4)]];
69 interpolant<float2, interpolation::perspective> a_1 [[user(locn5)]];
70 interpolant<float2, interpolation::perspective> b_0 [[user(locn6)]];
71 interpolant<float2, interpolation::perspective> b_1 [[user(locn7)]];
72 interpolant<float2, interpolation::perspective> c_0 [[user(locn8)]];
73 interpolant<float2, interpolation::perspective> c_1 [[user(locn9)]];
79 interpolant<float2, interpolation::no_perspective> m_13_v_0 [[user(locn15)]];
80 interpolant<float2, interpolation::no_perspective> m_13_v_1 [[user(locn16)]];
[all …]
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/asm/frag/
Dpull-model-interpolation.asm.msl23.frag53 spvUnsafeArray<float2, 2> v;
66 interpolant<float2, interpolation::perspective> baz [[user(locn2)]];
68 interpolant<float2, interpolation::perspective> a_0 [[user(locn4)]];
69 interpolant<float2, interpolation::perspective> a_1 [[user(locn5)]];
70 interpolant<float2, interpolation::perspective> b_0 [[user(locn6)]];
71 interpolant<float2, interpolation::perspective> b_1 [[user(locn7)]];
72 interpolant<float2, interpolation::perspective> c_0 [[user(locn8)]];
73 interpolant<float2, interpolation::perspective> c_1 [[user(locn9)]];
79 interpolant<float2, interpolation::no_perspective> m_13_v_0 [[user(locn15)]];
80 interpolant<float2, interpolation::no_perspective> m_13_v_1 [[user(locn16)]];
[all …]
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl-no-opt/packing/
Dmatrix-2x2-std140.comp26 (device float2&)v_29.col_major1[0] = loaded[0];
27 (device float2&)v_29.col_major1[1] = loaded[1];
34 (device float2&)v_41.row_major0[0] = float2(loaded[0][0], loaded[1][0]);
35 (device float2&)v_41.row_major0[1] = float2(loaded[0][1], loaded[1][1]);
41 (device float2&)v_29.col_major0[0] = float2x2(v_29.col_major1[0].xy, v_29.col_major1[1].xy)[0];
42 (device float2&)v_29.col_major0[1] = float2x2(v_29.col_major1[0].xy, v_29.col_major1[1].xy)[1];
48 …(device float2&)v_41.row_major0[0] = float2(float2x2(v_29.col_major0[0].xy, v_29.col_major0[1].xy)…
49 …(device float2&)v_41.row_major0[1] = float2(float2x2(v_29.col_major0[0].xy, v_29.col_major0[1].xy)…
55 …(device float2&)v_29.col_major0[0] = float2(float2x2(v_41.row_major0[0].xy, v_41.row_major0[1].xy)…
56 …(device float2&)v_29.col_major0[1] = float2(float2x2(v_41.row_major0[0].xy, v_41.row_major0[1].xy)…
[all …]
Dmatrix-2x4-std140.comp33 (device float2&)v_41.row_major0[0] = float2(loaded[0][0], loaded[1][0]);
34 (device float2&)v_41.row_major0[1] = float2(loaded[0][1], loaded[1][1]);
35 (device float2&)v_41.row_major0[2] = float2(loaded[0][2], loaded[1][2]);
36 (device float2&)v_41.row_major0[3] = float2(loaded[0][3], loaded[1][3]);
48 (device float2&)v_41.row_major0[0] = float2(v_29.col_major0[0][0], v_29.col_major0[1][0]);
49 (device float2&)v_41.row_major0[1] = float2(v_29.col_major0[0][1], v_29.col_major0[1][1]);
50 (device float2&)v_41.row_major0[2] = float2(v_29.col_major0[0][2], v_29.col_major0[1][2]);
51 (device float2&)v_41.row_major0[3] = float2(v_29.col_major0[0][3], v_29.col_major0[1][3]);
63 …(device float2&)v_41.row_major0[0] = float4x2(v_41.row_major1[0].xy, v_41.row_major1[1].xy, v_41.r…
64 …(device float2&)v_41.row_major0[1] = float4x2(v_41.row_major1[0].xy, v_41.row_major1[1].xy, v_41.r…
[all …]
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/shaders/
DResolveDepthStencil.hlsl1 static const float2 g_Corners[6] =
3 float2(-1.0f, 1.0f),
4 float2( 1.0f, -1.0f),
5 float2(-1.0f, -1.0f),
6 float2(-1.0f, 1.0f),
7 float2( 1.0f, 1.0f),
8 float2( 1.0f, -1.0f),
13 out float2 texCoord : TEXCOORD0)
15 float2 corner = g_Corners[id];
17 texCoord = float2((corner.x + 1.0f) * 0.5f, (-corner.y + 1.0f) * 0.5f);
[all …]
DPassthrough2D11.hlsl8 void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0,
9 out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
15 float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
20 float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
25 float4 PS_PassthroughA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV…
30 float4 PS_PassthroughRGBA2DMS(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0,…
35 uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) …
43 int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : …
51 float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : …
56 uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
[all …]
/third_party/flutter/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/shaders/
DResolveDepthStencil.hlsl1 static const float2 g_Corners[6] =
3 float2(-1.0f, 1.0f),
4 float2( 1.0f, -1.0f),
5 float2(-1.0f, -1.0f),
6 float2(-1.0f, 1.0f),
7 float2( 1.0f, 1.0f),
8 float2( 1.0f, -1.0f),
13 out float2 texCoord : TEXCOORD0)
15 float2 corner = g_Corners[id];
17 texCoord = float2((corner.x + 1.0f) * 0.5f, (-corner.y + 1.0f) * 0.5f);
[all …]
DPassthrough2D11.hlsl8 void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoord : TEXCOORD0,
9 out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
15 float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
20 float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
25 float4 PS_PassthroughA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV…
30 float4 PS_PassthroughRGBA2DMS(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCORD0, …
35 uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) …
43 int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : …
51 float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : …
56 uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
[all …]
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/tesc/
Dwater_tess.tesc10 float2 uPatchSize;
11 float2 uMaxTessLevel;
18 float2 vOutPatchPosBase;
24 float2 vPatchPosBase [[attribute(0)]];
35 float2 _431 = (gl_in[0].vPatchPosBase - float2(10.0)) * _41.uScale.xy;
36 float2 _441 = ((gl_in[0].vPatchPosBase + _41.uPatchSize) + float2(10.0)) * _41.uScale.xy;
63 float2 _681 = (gl_in[0].vPatchPosBase + (float2(-0.5) * _41.uPatchSize)) * _41.uScale.xy;
64float2 _710 = (gl_in[0].vPatchPosBase + (float2(0.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;
66float2 _739 = (gl_in[0].vPatchPosBase + (float2(1.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;
67float2 _768 = (gl_in[0].vPatchPosBase + (float2(-0.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy;
[all …]
Dwater_tess.multi-patch.tesc10 float2 uPatchSize;
11 float2 uMaxTessLevel;
18 float2 vOutPatchPosBase;
33 float2 _431 = (gl_in[0].vPatchPosBase.xy - float2(10.0)) * _41.uScale.xy;
34 float2 _441 = ((gl_in[0].vPatchPosBase.xy + _41.uPatchSize) + float2(10.0)) * _41.uScale.xy;
61 float2 _681 = (gl_in[0].vPatchPosBase.xy + (float2(-0.5) * _41.uPatchSize)) * _41.uScale.xy;
62float2 _710 = (gl_in[0].vPatchPosBase.xy + (float2(0.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;
64float2 _739 = (gl_in[0].vPatchPosBase.xy + (float2(1.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy;
65float2 _768 = (gl_in[0].vPatchPosBase.xy + (float2(-0.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy;
67 float2 _797 = (gl_in[0].vPatchPosBase.xy + (float2(0.5) * _41.uPatchSize)) * _41.uScale.xy;
[all …]

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