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/third_party/skia/third_party/externals/tint/test/shader_io/
Dfragment_output_locations_struct.wgsl.expected.glsl8 vec4 loc3;
14 vec4 loc3;
28 wrapper_result.loc3 = inner_result.loc3;
34 out vec4 loc3;
41 loc3 = outputs.loc3;
Dfragment_input_locations.wgsl.expected.glsl10 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;
Dfragment_input_locations_struct.wgsl.expected.glsl10 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;
Dvertex_input_locations.wgsl.expected.glsl8 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;
Dvertex_output_locations_struct.wgsl.expected.glsl8 vec4 loc3;
15 vec4 loc3;
30 wrapper_result.loc3 = inner_result.loc3;
37 out vec4 loc3;
44 loc3 = outputs.loc3;
Dvertex_input_locations_struct.wgsl.expected.glsl8 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;
Dfragment_output_mixed.wgsl.expected.glsl12 vec4 loc3;
18 vec4 loc3;
36 wrapper_result.loc3 = inner_result.loc3;
42 out vec4 loc3;
49 loc3 = outputs.loc3;
Dvertex_input_mixed.wgsl.expected.glsl10 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;
Dfragment_input_mixed.wgsl.expected.glsl11 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;
Dfragment_output_locations_struct.wgsl.expected.msl8 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;
Dfragment_input_locations_struct.wgsl.expected.msl8 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};
Dvertex_input_locations_struct.wgsl.expected.msl8 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};
Dvertex_output_locations_struct.wgsl.expected.msl8 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;
Dfragment_output_mixed.wgsl.expected.msl10 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;
Dvertex_input_mixed.wgsl.expected.msl10 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};
Dfragment_input_mixed.wgsl.expected.msl9 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};
Dfragment_input_locations.wgsl.expected.hlsl5 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);
Dfragment_input_locations.wgsl.expected.msl8 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);
Dfragment_output_locations_struct.wgsl.expected.hlsl5 float4 loc3;
11 float4 loc3 : SV_Target3;
25 wrapper_result.loc3 = inner_result.loc3;
Dfragment_input_locations_struct.wgsl.expected.hlsl5 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};
Dvertex_input_locations.wgsl.expected.hlsl5 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);
Dvertex_input_locations.wgsl.expected.msl8 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);
Dvertex_output_locations_struct.wgsl.expected.hlsl5 float4 loc3;
12 float4 loc3 : TEXCOORD3;
27 wrapper_result.loc3 = inner_result.loc3;
/third_party/skia/third_party/externals/tint/test/bug/chromium/
D1251009.wgsl.expected.glsl10 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;
/third_party/libunwind/tests/
Dia64-test-nat-asm.S70 .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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