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Searched refs:vFloat (Results 1 – 16 of 16) sorted by relevance

/third_party/skia/third_party/externals/spirv-cross/reference/shaders-hlsl-no-opt/asm/frag/
Dvector-shuffle-undef-index.asm.frag2 static float4 vFloat;
6 float4 vFloat : TEXCOORD0;
18 …FragColor = float4(undef.x, vFloat.y, 0.0f, vFloat.w) + float4(vFloat.z, vFloat.y, 0.0f, vFloat.w);
23 vFloat = stage_input.vFloat;
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-no-opt/asm/frag/
Dvector-shuffle-undef-index.asm.frag4 layout(location = 0) in vec4 vFloat;
10 FragColor = vec4(undef.x, vFloat.y, 0.0, vFloat.w) + vec4(vFloat.z, vFloat.y, 0.0, vFloat.w);
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl-no-opt/asm/frag/
Dvector-shuffle-undef-index.asm.frag15 float4 vFloat [[user(locn0)]];
21 …out.FragColor = float4(undef.x, in.vFloat.y, 0.0, in.vFloat.w) + float4(in.vFloat.z, in.vFloat.y, …
/third_party/skia/third_party/externals/spirv-cross/shaders-no-opt/asm/frag/
Dvector-shuffle-undef-index.asm.frag9 OpEntryPoint Fragment %main "main" %FragColor %vFloat
14 OpName %vFloat "vFloat"
17 OpDecorate %vFloat Location 0
25 %vFloat = OpVariable %_ptr_Input_v4float Input
36 %13 = OpLoad %v4float %vFloat
/third_party/skia/third_party/externals/spirv-cross/shaders-msl-no-opt/asm/frag/
Dvector-shuffle-undef-index.asm.frag9 OpEntryPoint Fragment %main "main" %FragColor %vFloat
14 OpName %vFloat "vFloat"
17 OpDecorate %vFloat Location 0
25 %vFloat = OpVariable %_ptr_Input_v4float Input
36 %13 = OpLoad %v4float %vFloat
/third_party/skia/third_party/externals/spirv-cross/shaders-hlsl-no-opt/asm/frag/
Dvector-shuffle-undef-index.asm.frag9 OpEntryPoint Fragment %main "main" %FragColor %vFloat
14 OpName %vFloat "vFloat"
17 OpDecorate %vFloat Location 0
25 %vFloat = OpVariable %_ptr_Input_v4float Input
36 %13 = OpLoad %v4float %vFloat
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-hlsl/frag/
Dswizzle-scalar.frag2 static float vFloat;
10 nointerpolation float vFloat : TEXCOORD0;
24 Float = vFloat.xxxx * 2.0f;
32 vFloat = stage_input.vFloat;
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-hlsl/frag/
Dswizzle-scalar.frag2 static float vFloat;
10 nointerpolation float vFloat : TEXCOORD0;
24 Float = vFloat.xxxx * 2.0f;
32 vFloat = stage_input.vFloat;
/third_party/skia/third_party/externals/spirv-cross/shaders-hlsl/frag/
Dswizzle-scalar.frag3 layout(location = 0) flat in float vFloat;
12 Float = vec4(vFloat) * 2.0;
/third_party/mesa3d/src/gallium/drivers/swr/rasterizer/jitter/
Dbuilder_misc.cpp848 Value* Builder::VCVT_F32_FIXED_SI(Value* vFloat, in VCVT_F32_FIXED_SI() argument
858 fixed = FP_TO_SI(VROUND(FMUL(vFloat, VIMMED1(float(1 << numFracBits))), in VCVT_F32_FIXED_SI()
867 vFloat = VROUND(FMUL(vFloat, VIMMED1(float(1 << numFracBits))), in VCVT_F32_FIXED_SI()
869 vFloat = FMUL(vFloat, VIMMED1(1.0f / float(1 << numFracBits))); in VCVT_F32_FIXED_SI()
873 Value* vSgn = FCMP_OLT(vFloat, VIMMED1(0.0f)); in VCVT_F32_FIXED_SI()
874 Value* vFloatInt = BITCAST(vFloat, mSimdInt32Ty); in VCVT_F32_FIXED_SI()
920 Value* Builder::VCVT_F32_FIXED_UI(Value* vFloat, in VCVT_F32_FIXED_UI() argument
930 fixed = FP_TO_UI(VROUND(FMUL(vFloat, VIMMED1(float(1 << numFracBits))), in VCVT_F32_FIXED_UI()
937 vFloat = VROUND(FMUL(vFloat, VIMMED1(float(1 << numFracBits))), in VCVT_F32_FIXED_UI()
939 vFloat = FMUL(vFloat, VIMMED1(1.0f / float(1 << numFracBits))); in VCVT_F32_FIXED_UI()
[all …]
Dbuilder_misc.h149 Value* VCVT_F32_FIXED_SI(Value* vFloat,
158 Value* VCVT_F32_FIXED_UI(Value* vFloat,
/third_party/skia/third_party/externals/spirv-cross/shaders-msl/vert/
Dsign-int-types.vert21 layout(location = 3) out float vFloat;
33 vFloat = sign(uFloat);
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/vert/
Dsign-int-types.vert26 float vFloat [[user(locn3)]];
53 out.vFloat = sign(_21.uFloat);
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/vert/
Dsign-int-types.vert26 float vFloat [[user(locn3)]];
53 out.vFloat = sign(_21.uFloat);
/third_party/vk-gl-cts/modules/glshared/
DglsStateQueryUtil.hpp368 glw::GLfloat vFloat; member
DglsStateQueryUtil.cpp80 m_v.vFloat = v; in QueriedState()
179 return m_v.vFloat; in getFloatAccess()