/third_party/skia/resources/sksl/shared/ |
D | VectorConstructors.sksl | 6 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 …]
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D | ArrayTypes.sksl | 2 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);
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/third_party/skia/tests/sksl/shared/ |
D | VectorConstructors.metal | 14 …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);
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D | GaussianBlur.metal | 5 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; 56 …float2 _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 …]
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/third_party/skia/third_party/externals/tint/test/bug/tint/ |
D | 948.wgsl.expected.hlsl | 6 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 …]
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D | 948.wgsl.expected.msl | 20 /* 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 …]
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D | 749.spvasm.expected.hlsl | 66 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 …]
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D | 749.spvasm.expected.msl | 11 /* 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 …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/tese/ |
D | water_tess.tese | 12 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 …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/tesc/ |
D | water_tess.tesc | 12 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 …]
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D | water_tess.multi-patch.tesc | 12 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 …]
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/third_party/skia/third_party/externals/tint/test/bug/dawn/ |
D | 947.wgsl.expected.msl | 5 /* 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 …]
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D | 947.wgsl.expected.hlsl | 6 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));
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/third_party/skia/third_party/externals/tint/test/samples/ |
D | compute_boids.wgsl.expected.msl | 5 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) { 37 …float2 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 …]
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D | compute_boids.wgsl.expected.hlsl | 2 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) { 12 …float2 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 …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/asm/frag/ |
D | pull-model-interpolation.asm.msl23.frag | 53 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 …]
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/asm/frag/ |
D | pull-model-interpolation.asm.msl23.frag | 53 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 …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl-no-opt/packing/ |
D | matrix-2x2-std140.comp | 26 (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 …]
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D | matrix-2x4-std140.comp | 33 (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 …]
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/shaders/ |
D | ResolveDepthStencil.hlsl | 1 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 …]
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D | Passthrough2D11.hlsl | 8 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 …]
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/third_party/flutter/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/shaders/ |
D | ResolveDepthStencil.hlsl | 1 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 …]
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D | Passthrough2D11.hlsl | 8 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 …]
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/tesc/ |
D | water_tess.tesc | 10 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; 64 … float2 _710 = (gl_in[0].vPatchPosBase + (float2(0.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy; 66 … float2 _739 = (gl_in[0].vPatchPosBase + (float2(1.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy; 67 … float2 _768 = (gl_in[0].vPatchPosBase + (float2(-0.5, 0.5) * _41.uPatchSize)) * _41.uScale.xy; [all …]
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D | water_tess.multi-patch.tesc | 10 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; 62 … float2 _710 = (gl_in[0].vPatchPosBase.xy + (float2(0.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy; 64 … float2 _739 = (gl_in[0].vPatchPosBase.xy + (float2(1.5, -0.5) * _41.uPatchSize)) * _41.uScale.xy; 65 … float2 _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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