Lines Matching refs:evalCtx
489 typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
491 …PUTTYPE_CONST, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
492 …TYPE_CONST, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
493 …TYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
494 …TYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
496 …TYPE_CONST, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
497 …PE_CONST, TYPE_FLOAT_MAT2X3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
498 …PE_CONST, TYPE_FLOAT_MAT2X4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
499 …PE_CONST, TYPE_FLOAT_MAT3X2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
500 …TYPE_CONST, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
501 …PE_CONST, TYPE_FLOAT_MAT3X4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
502 …PE_CONST, TYPE_FLOAT_MAT4X2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
503 …PE_CONST, TYPE_FLOAT_MAT4X3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
504 …TYPE_CONST, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
506 …NAMIC, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
507 …IC, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
508 …IC, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
509 …IC, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
511 … getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
515 m.setColumn(0, evalCtx.in[0].swizzle(0,1)); in getInputValue()
516 m.setColumn(1, evalCtx.in[1].swizzle(0,1)); in getInputValue()
520 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2X3> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
524 m.setColumn(0, evalCtx.in[0].swizzle(0,1,2)); in getInputValue()
525 m.setColumn(1, evalCtx.in[1].swizzle(0,1,2)); in getInputValue()
529 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2X4> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
533 m.setColumn(0, evalCtx.in[0]); in getInputValue()
534 m.setColumn(1, evalCtx.in[1]); in getInputValue()
538 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3X2> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
542 m.setColumn(0, evalCtx.in[0].swizzle(0,1)); in getInputValue()
543 m.setColumn(1, evalCtx.in[1].swizzle(0,1)); in getInputValue()
544 m.setColumn(2, evalCtx.in[2].swizzle(0,1)); in getInputValue()
548 … getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
552 m.setColumn(0, evalCtx.in[0].swizzle(0,1,2)); in getInputValue()
553 m.setColumn(1, evalCtx.in[1].swizzle(0,1,2)); in getInputValue()
554 m.setColumn(2, evalCtx.in[2].swizzle(0,1,2)); in getInputValue()
558 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3X4> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
562 m.setColumn(0, evalCtx.in[0]); in getInputValue()
563 m.setColumn(1, evalCtx.in[1]); in getInputValue()
564 m.setColumn(2, evalCtx.in[2]); in getInputValue()
568 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4X2> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
572 m.setColumn(0, evalCtx.in[0].swizzle(0,1)); in getInputValue()
573 m.setColumn(1, evalCtx.in[1].swizzle(0,1)); in getInputValue()
574 m.setColumn(2, evalCtx.in[2].swizzle(0,1)); in getInputValue()
575 m.setColumn(3, evalCtx.in[3].swizzle(0,1)); in getInputValue()
579 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4X3> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
583 m.setColumn(0, evalCtx.in[0].swizzle(0,1,2)); in getInputValue()
584 m.setColumn(1, evalCtx.in[1].swizzle(0,1,2)); in getInputValue()
585 m.setColumn(2, evalCtx.in[2].swizzle(0,1,2)); in getInputValue()
586 m.setColumn(3, evalCtx.in[3].swizzle(0,1,2)); in getInputValue()
590 … getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
594 m.setColumn(0, evalCtx.in[0]); in getInputValue()
595 m.setColumn(1, evalCtx.in[1]); in getInputValue()
596 m.setColumn(2, evalCtx.in[2]); in getInputValue()
597 m.setColumn(3, evalCtx.in[3]); in getInputValue()
865 typedef void (*MatrixShaderEvalFunc) (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1T…
873 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
875 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
876 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
877 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
878 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
879 evalCtx.color.xyz() = reduceToVec3(in0 + in1); in evaluate()
886 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
888 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
889 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
890 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
891 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
892 evalCtx.color.xyz() = reduceToVec3(in0 - in1); in evaluate()
899 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
901 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
902 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
903 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
904 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
905 evalCtx.color.xyz() = reduceToVec3(in0 * in1); in evaluate()
912 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
914 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
915 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
916 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
917 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
918 evalCtx.color.xyz() = reduceToVec3(in0 / in1); in evaluate()
925 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
927 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
928 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
929 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
930 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
931 evalCtx.color.xyz() = reduceToVec3(matrixCompMult(in0, in1)); in evaluate()
938 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
940 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
941 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
942 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
943 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
944 evalCtx.color.xyz() = reduceToVec3(outerProduct(in0, in1)); in evaluate()
951 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
954 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
955 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
956 evalCtx.color.xyz() = reduceToVec3(transpose(in0)); in evaluate()
963 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
966 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
967 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
968 evalCtx.color.xyz() = reduceToVec3(inverse(in0)); in evaluate()
975 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
978 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
979 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
980 evalCtx.color.xyz() = Vec3(determinant(in0)); in evaluate()
987 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
990 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
991 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
992 evalCtx.color.xyz() = reduceToVec3(in0); in evaluate()
999 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1002 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1003 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1004 evalCtx.color.xyz() = reduceToVec3(negate(in0)); in evaluate()
1011 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1014 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1015 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1018 evalCtx.color.xyz() = reduceToVec3(increment(in0)) + reduceToVec3(increment(in0)); in evaluate()
1025 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1028 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1029 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1032 evalCtx.color.xyz() = reduceToVec3(decrement(in0)) + reduceToVec3(decrement(in0)); in evaluate()
1039 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1042 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1043 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1046 evalCtx.color.xyz() = reduceToVec3(in0) + reduceToVec3(increment(in0)); in evaluate()
1053 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1056 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1057 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1060 evalCtx.color.xyz() = reduceToVec3(in0) + reduceToVec3(decrement(in0)); in evaluate()
1067 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1069 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1070 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1071 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
1072 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
1073 evalCtx.color.xyz() = reduceToVec3(in0 + in1); in evaluate()
1080 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1082 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1083 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1084 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
1085 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
1086 evalCtx.color.xyz() = reduceToVec3(in0 - in1); in evaluate()
1093 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1095 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1096 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1097 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
1098 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
1099 evalCtx.color.xyz() = reduceToVec3(in0 * in1); in evaluate()
1106 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1108 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1109 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1110 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
1111 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
1112 evalCtx.color.xyz() = reduceToVec3(in0 / in1); in evaluate()
1344 virtual void evaluate (ShaderEvalContext& evalCtx) const;
1359 void MatrixShaderEvaluator::evaluate (ShaderEvalContext& evalCtx) const in evaluate()
1361 m_matEvalFunc(evalCtx, m_inType0, m_inType1); in evaluate()