/third_party/skia/third_party/externals/tint/test/shader_io/ |
D | fragment_output_locations_struct.wgsl.expected.glsl | 8 vec4 loc3; 14 vec4 loc3; 28 wrapper_result.loc3 = inner_result.loc3; 34 out vec4 loc3; 41 loc3 = outputs.loc3;
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D | fragment_input_locations.wgsl.expected.glsl | 10 vec4 loc3; 13 void tint_symbol_inner(int loc0, uint loc1, float loc2, vec4 loc3) { 17 vec4 v = loc3; 21 tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3); 27 in vec4 loc3; 33 inputs.loc3 = loc3;
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D | fragment_input_locations_struct.wgsl.expected.glsl | 10 vec4 loc3; 16 vec4 loc3; 23 vec4 v = inputs.loc3; 27 …3 = FragmentInputs(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3); 34 in vec4 loc3; 40 inputs.loc3 = loc3;
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D | vertex_input_locations.wgsl.expected.glsl | 8 vec4 loc3; 14 vec4 tint_symbol_inner(int loc0, uint loc1, float loc2, vec4 loc3) { 18 vec4 v = loc3; 23 … tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3); 31 in vec4 loc3; 37 inputs.loc3 = loc3;
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D | vertex_output_locations_struct.wgsl.expected.glsl | 8 vec4 loc3; 15 vec4 loc3; 30 wrapper_result.loc3 = inner_result.loc3; 37 out vec4 loc3; 44 loc3 = outputs.loc3;
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D | vertex_input_locations_struct.wgsl.expected.glsl | 8 vec4 loc3; 14 vec4 loc3; 24 vec4 v = inputs.loc3; 29 …l_4 = VertexInputs(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3); 38 in vec4 loc3; 44 inputs.loc3 = loc3;
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D | fragment_output_mixed.wgsl.expected.glsl | 12 vec4 loc3; 18 vec4 loc3; 36 wrapper_result.loc3 = inner_result.loc3; 42 out vec4 loc3; 49 loc3 = outputs.loc3;
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D | vertex_input_mixed.wgsl.expected.glsl | 10 vec4 loc3; 16 vec4 loc3; 29 vec4 v = inputs1.loc3; 35 VertexInputs1 tint_symbol_5 = VertexInputs1(tint_symbol_1.loc2, tint_symbol_1.loc3); 44 in vec4 loc3; 50 inputs.loc3 = loc3;
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D | fragment_input_mixed.wgsl.expected.glsl | 11 vec4 loc3; 18 vec4 loc3; 32 vec4 v = inputs1.loc3; 38 FragmentInputs1 tint_symbol_4 = FragmentInputs1(tint_symbol_1.loc3, tint_symbol_1.sample_mask); 45 in vec4 loc3; 51 inputs.loc3 = loc3;
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D | fragment_output_locations_struct.wgsl.expected.msl | 8 float4 loc3; 14 float4 loc3 [[color(3)]]; 18 …FragmentOutputs const tint_symbol_2 = {.loc0=1, .loc1=1u, .loc2=1.0f, .loc3=float4(1.0f, 2.0f, 3.0… 28 wrapper_result.loc3 = inner_result.loc3;
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D | fragment_input_locations_struct.wgsl.expected.msl | 8 float4 loc3; 14 float4 loc3 [[user(locn3)]]; 21 float4 const v = inputs.loc3; 25 …=tint_symbol_1.loc0, .loc1=tint_symbol_1.loc1, .loc2=tint_symbol_1.loc2, .loc3=tint_symbol_1.loc3};
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D | vertex_input_locations_struct.wgsl.expected.msl | 8 float4 loc3; 14 float4 loc3 [[attribute(3)]]; 24 float4 const v = inputs.loc3; 29 …=tint_symbol_1.loc0, .loc1=tint_symbol_1.loc1, .loc2=tint_symbol_1.loc2, .loc3=tint_symbol_1.loc3};
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D | vertex_output_locations_struct.wgsl.expected.msl | 8 float4 loc3; 15 float4 loc3 [[user(locn3)]]; 20 …VertexOutputs const tint_symbol_2 = {.loc0=1, .loc1=1u, .loc2=1.0f, .loc3=float4(1.0f, 2.0f, 3.0f,… 30 wrapper_result.loc3 = inner_result.loc3;
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D | fragment_output_mixed.wgsl.expected.msl | 10 float4 loc3; 16 float4 loc3 [[color(3)]]; 22 …l_2 = {.loc0=1, .frag_depth=2.0f, .loc1=1u, .loc2=1.0f, .sample_mask=2u, .loc3=float4(1.0f, 2.0f, … 34 wrapper_result.loc3 = inner_result.loc3;
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D | vertex_input_mixed.wgsl.expected.msl | 10 float4 loc3; 16 float4 loc3 [[attribute(3)]]; 27 float4 const v = inputs1.loc3; 33 VertexInputs1 const tint_symbol_5 = {.loc2=tint_symbol_1.loc2, .loc3=tint_symbol_1.loc3};
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D | fragment_input_mixed.wgsl.expected.msl | 9 float4 loc3; 16 float4 loc3 [[user(locn3)]]; 26 float4 const v = inputs1.loc3; 32 FragmentInputs1 const tint_symbol_4 = {.loc3=tint_symbol_1.loc3, .sample_mask=sample_mask};
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D | fragment_input_locations.wgsl.expected.hlsl | 5 float4 loc3 : TEXCOORD3; 8 void main_inner(int loc0, uint loc1, float loc2, float4 loc3) { 12 const float4 v = loc3; 16 main_inner(tint_symbol.loc0, tint_symbol.loc1, tint_symbol.loc2, tint_symbol.loc3);
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D | fragment_input_locations.wgsl.expected.msl | 8 float4 loc3 [[user(locn3)]]; 11 void tint_symbol_inner(int loc0, uint loc1, float loc2, float4 loc3) { 15 float4 const v = loc3; 19 tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3);
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D | fragment_output_locations_struct.wgsl.expected.hlsl | 5 float4 loc3; 11 float4 loc3 : SV_Target3; 25 wrapper_result.loc3 = inner_result.loc3;
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D | fragment_input_locations_struct.wgsl.expected.hlsl | 5 float4 loc3; 11 float4 loc3 : TEXCOORD3; 18 const float4 v = inputs.loc3; 22 …entInputs tint_symbol_2 = {tint_symbol.loc0, tint_symbol.loc1, tint_symbol.loc2, tint_symbol.loc3};
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D | vertex_input_locations.wgsl.expected.hlsl | 5 float4 loc3 : TEXCOORD3; 11 float4 main_inner(int loc0, uint loc1, float loc2, float4 loc3) { 15 const float4 v = loc3; 20 … inner_result = main_inner(tint_symbol.loc0, tint_symbol.loc1, tint_symbol.loc2, tint_symbol.loc3);
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D | vertex_input_locations.wgsl.expected.msl | 8 float4 loc3 [[attribute(3)]]; 14 float4 tint_symbol_inner(int loc0, uint loc1, float loc2, float4 loc3) { 18 float4 const v = loc3; 23 … tint_symbol_inner(tint_symbol_1.loc0, tint_symbol_1.loc1, tint_symbol_1.loc2, tint_symbol_1.loc3);
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D | vertex_output_locations_struct.wgsl.expected.hlsl | 5 float4 loc3; 12 float4 loc3 : TEXCOORD3; 27 wrapper_result.loc3 = inner_result.loc3;
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/third_party/skia/third_party/externals/tint/test/bug/chromium/ |
D | 1251009.wgsl.expected.glsl | 10 vec4 loc3; 16 vec4 loc3; 31 VertexInputs1 tint_symbol_5 = VertexInputs1(tint_symbol_1.loc1_1, tint_symbol_1.loc3); 40 in vec4 loc3; 46 inputs.loc3 = loc3;
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/third_party/libunwind/tests/ |
D | ia64-test-nat-asm.S | 70 .spillreg r5, loc3 71 mov loc3 = r5 84 mov r5 = loc3 147 .spillreg b3, loc3 148 mov loc3 = b3 168 mov b3 = loc3 // restore b3 196 CALL_NEXT(loc3) 226 .save @priunat, loc3 227 mov loc3 = ar.unat 235 mov ar.unat = loc3 // restore primary UNaT [all …]
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