/third_party/glslang/Test/ |
D | spv.image.load-formatted.frag | 47 v += imageLoad(i1D, ic1D); 49 v += imageLoad(i2D, ic2D); 51 v += imageLoad(i3D, ic3D); 53 v += imageLoad(iCube, ic3D); 55 v += imageLoad(iCubeArray, ic3D); 57 v += imageLoad(i2DRect, ic2D); 59 v += imageLoad(i1DArray, ic2D); 61 v += imageLoad(i2DArray, ic3D); 63 v += imageLoad(iBuffer, ic1D); 65 v += imageLoad(i2DMS, ic2D, 1); [all …]
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D | spv.image.frag | 50 v += imageLoad(i1D, ic1D); 52 v += imageLoad(i2D, ic2D); 54 v += imageLoad(i3D, ic3D); 56 v += imageLoad(iCube, ic3D); 58 v += imageLoad(iCubeArray, ic3D); 60 v += imageLoad(i2DRect, ic2D); 62 v += imageLoad(i1DArray, ic2D); 64 v += imageLoad(i2DArray, ic3D); 66 v += imageLoad(iBuffer, ic1D); 68 v += imageLoad(i2DMS, ic2D, 1); [all …]
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D | spv.1.4.image.frag | 22 v += imageLoad(i2D, ic2D); 24 v += imageLoad(ii2D, ic2D); 26 v += imageLoad(ui2D, ic2D); 29 v += imageLoad(i2DMS, ic2D, 1); 31 v += imageLoad(ii2DMS, ic2D, 1); 33 v += imageLoad(ui2DMS, ic2D, 1);
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D | spv.memoryQualifier.frag | 27 vec4 texel = imageLoad(i1D, 1); 28 texel += imageLoad(i2D, ivec2(1)); 29 texel += imageLoad(i2DRect, ivec2(1)); 30 texel += imageLoad(i3D, ivec3(1));
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D | spv.imageAtomic64.frag | 73 i64v4 += imageLoad(i1D, i32v4.x); 74 i64v4 += imageLoad(i3D, i32v4.xyz); 75 i64v4 += imageLoad(iBuf, i32v4.x); 76 i64v4 += imageLoad(i2DArray, i32v4.xyz); 77 i64v4 += imageLoad(i2DRect, i32v4.xy); 78 i64v4 += imageLoad(i2DMSArray, i32v4.xyz, i32v4.w);
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D | spv.precisionNonESSamp.frag | 22 lowp vec4 vi1 = imageLoad(i1, iv2); 23 lowp vec4 vi2 = imageLoad(i2, iv2);
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D | spv.nonuniform.frag | 42 b += imageLoad(storageTexelBufferDyn[dyn_i], 1).x; 46 b += imageLoad(storageImage[nu_ii], ivec2(1)).x; 49 b += imageLoad(storageTexelBuffer[nu_ii], 1).x;
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D | spv.precisionTexture.frag | 22 v = imageLoad(imageM, coord); 23 v = imageLoad(imageH, coord);
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/third_party/skia/third_party/externals/spirv-cross/shaders-hlsl/comp/ |
D | image.nonwritable-uav-texture.comp | 37 vec4 f = imageLoad(uImageInF, ivec2(gl_GlobalInvocationID.xy)); 40 ivec4 i = imageLoad(uImageInI, ivec2(gl_GlobalInvocationID.xy)); 43 uvec4 u = imageLoad(uImageInU, ivec2(gl_GlobalInvocationID.xy)); 46 vec4 b = imageLoad(uImageInBuffer, int(gl_GlobalInvocationID.x)); 49 vec4 f2 = imageLoad(uImageInF2, ivec2(gl_GlobalInvocationID.xy)); 52 ivec4 i2 = imageLoad(uImageInI2, ivec2(gl_GlobalInvocationID.xy)); 55 uvec4 u2 = imageLoad(uImageInU2, ivec2(gl_GlobalInvocationID.xy)); 58 vec4 b2 = imageLoad(uImageInBuffer2, int(gl_GlobalInvocationID.x)); 61 vec4 f4 = imageLoad(uImageInF4, ivec2(gl_GlobalInvocationID.xy)); 64 ivec4 i4 = imageLoad(uImageInI4, ivec2(gl_GlobalInvocationID.xy)); [all …]
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D | image.comp | 37 vec4 f = imageLoad(uImageInF, ivec2(gl_GlobalInvocationID.xy)); 40 ivec4 i = imageLoad(uImageInI, ivec2(gl_GlobalInvocationID.xy)); 43 uvec4 u = imageLoad(uImageInU, ivec2(gl_GlobalInvocationID.xy)); 46 vec4 b = imageLoad(uImageInBuffer, int(gl_GlobalInvocationID.x)); 49 vec4 f2 = imageLoad(uImageInF2, ivec2(gl_GlobalInvocationID.xy)); 52 ivec4 i2 = imageLoad(uImageInI2, ivec2(gl_GlobalInvocationID.xy)); 55 uvec4 u2 = imageLoad(uImageInU2, ivec2(gl_GlobalInvocationID.xy)); 58 vec4 b2 = imageLoad(uImageInBuffer2, int(gl_GlobalInvocationID.x)); 61 vec4 f4 = imageLoad(uImageInF4, ivec2(gl_GlobalInvocationID.xy)); 64 ivec4 i4 = imageLoad(uImageInI4, ivec2(gl_GlobalInvocationID.xy)); [all …]
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/third_party/glslang/Test/baseResults/ |
D | hlsl.imageload-subvec4.comp.out | 16 0:19 imageLoad ( temp float) 24 0:20 imageLoad ( temp float) 35 0:21 imageLoad ( temp float) 40 0:22 imageLoad ( temp float) 51 0:23 imageLoad ( temp float) 61 0:26 imageLoad ( temp int) 69 0:27 imageLoad ( temp int) 80 0:28 imageLoad ( temp int) 85 0:29 imageLoad ( temp int) 96 0:30 imageLoad ( temp int) [all …]
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D | hlsl.load.rwtexture.dx10.frag.out | 9 0:44 imageLoad ( temp 4-component vector of float) 15 0:45 imageLoad ( temp 4-component vector of int) 21 0:46 imageLoad ( temp 4-component vector of uint) 27 0:49 imageLoad ( temp 4-component vector of float) 33 0:50 imageLoad ( temp 4-component vector of int) 39 0:51 imageLoad ( temp 4-component vector of uint) 45 0:54 imageLoad ( temp 4-component vector of float) 51 0:55 imageLoad ( temp 4-component vector of int) 57 0:56 imageLoad ( temp 4-component vector of uint) 133 0:44 imageLoad ( temp 4-component vector of float) [all …]
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D | hlsl.rw.scalar.bracket.frag.out | 59 0:57 imageLoad ( temp float) 68 0:59 imageLoad ( temp float) 77 0:60 imageLoad ( temp int) 86 0:61 imageLoad ( temp uint) 95 0:64 imageLoad ( temp float) 104 0:65 imageLoad ( temp int) 113 0:66 imageLoad ( temp uint) 122 0:69 imageLoad ( temp float) 131 0:70 imageLoad ( temp int) 140 0:71 imageLoad ( temp uint) [all …]
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D | hlsl.load.rwtexture.array.dx10.frag.out | 9 0:44 imageLoad ( temp 4-component vector of float) 15 0:45 imageLoad ( temp 4-component vector of int) 21 0:46 imageLoad ( temp 4-component vector of uint) 27 0:49 imageLoad ( temp 4-component vector of float) 33 0:50 imageLoad ( temp 4-component vector of int) 39 0:51 imageLoad ( temp 4-component vector of uint) 115 0:44 imageLoad ( temp 4-component vector of float) 121 0:45 imageLoad ( temp 4-component vector of int) 127 0:46 imageLoad ( temp 4-component vector of uint) 133 0:49 imageLoad ( temp 4-component vector of float) [all …]
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D | hlsl.rw.register.frag.out | 11 0:12 imageLoad ( temp float) 18 0:13 imageLoad ( temp uint) 62 0:12 imageLoad ( temp float) 69 0:13 imageLoad ( temp uint)
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D | hlsl.load.rwbuffer.dx10.frag.out | 8 0:25 imageLoad ( temp 4-component vector of float) 14 0:26 imageLoad ( temp 4-component vector of uint) 20 0:27 imageLoad ( temp 4-component vector of int) 65 0:25 imageLoad ( temp 4-component vector of float) 71 0:26 imageLoad ( temp 4-component vector of uint) 77 0:27 imageLoad ( temp 4-component vector of int)
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D | hlsl.rw.vec2.bracket.frag.out | 62 0:57 imageLoad ( temp 2-component vector of float) 71 0:59 imageLoad ( temp 2-component vector of float) 80 0:60 imageLoad ( temp 2-component vector of int) 89 0:61 imageLoad ( temp 2-component vector of uint) 98 0:64 imageLoad ( temp 2-component vector of float) 107 0:65 imageLoad ( temp 2-component vector of int) 116 0:66 imageLoad ( temp 2-component vector of uint) 125 0:69 imageLoad ( temp 2-component vector of float) 134 0:70 imageLoad ( temp 2-component vector of int) 143 0:71 imageLoad ( temp 2-component vector of uint) [all …]
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/third_party/vk-gl-cts/external/vulkancts/data/vulkan/amber/draw/shader_invocation/ |
D | helper_invocation.amber | 94 vec4 colorValues = imageLoad(resultImage, ivec2(0, 0)); 97 results[1] = imageLoad(resultImage, ivec2(1, 0)); 98 results[2] = imageLoad(resultImage, ivec2(0, 1)); 99 results[3] = imageLoad(resultImage, ivec2(1, 1));
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/third_party/vk-gl-cts/external/amber/src/tests/cases/ |
D | draw_storageimage_multisample.amber | 34 imageStore(sample0, uv, imageLoad(texture, uv, 3)); 35 imageStore(sample1, uv, imageLoad(texture, uv, 2)); 36 imageStore(sample2, uv, imageLoad(texture, uv, 1)); 37 imageStore(sample3, uv, imageLoad(texture, uv, 0));
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders/desktop-only/frag/ |
D | image-ms.desktop.frag | 8 vec4 _29 = imageLoad(uImageArray, ivec3(1, 2, 4), 3); 9 imageStore(uImage, ivec2(2, 3), 1, imageLoad(uImage, ivec2(1, 2), 2));
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/third_party/skia/third_party/externals/spirv-cross/shaders/desktop-only/frag/ |
D | image-ms.desktop.frag | 8 vec4 a = imageLoad(uImage, ivec2(1, 2), 2); 9 vec4 b = imageLoad(uImageArray, ivec3(1, 2, 4), 3);
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/desktop-only/frag/ |
D | image-ms.desktop.frag | 8 vec4 a = imageLoad(uImage, ivec2(1, 2), 2); 9 vec4 b = imageLoad(uImageArray, ivec3(1, 2, 4), 3);
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/third_party/skia/third_party/externals/spirv-cross/shaders-msl/desktop-only/frag/ |
D | image-ms.desktop.frag | 9 vec4 a = imageLoad(uImageMS, ivec2(1, 2), 2); 10 vec4 b = imageLoad(uImageArray, ivec3(1, 2, 4));
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/third_party/vk-gl-cts/external/vulkancts/data/vulkan/amber/rasterization/line_continuity/ |
D | polygon-mode-lines.amber | 38 color_out = imageLoad(texture, ivec2(gl_FragCoord.xy)); 92 vec4 c = imageLoad(img, p); 119 vec4 c = imageLoad(img, p);
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D | line-strip.amber | 36 color_out = imageLoad(texture, ivec2(gl_FragCoord.xy)); 90 vec4 c = imageLoad(img, p); 117 vec4 c = imageLoad(img, p);
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