/third_party/skia/third_party/externals/tint/test/bug/tint/ |
D | 948.wgsl.expected.glsl | 11 vec2 outputSize; 12 vec2 stageSize; 13 vec2 spriteMapSize; 20 vec2 tUV = vec2(0.0f, 0.0f); 30 vec2 tileID_1 = vec2(0.0f, 0.0f); 31 vec2 levelUnits = vec2(0.0f, 0.0f); 32 vec2 stageUnits_1 = vec2(0.0f, 0.0f); 34 vec2 vUV = vec2(0.0f, 0.0f); 41 vec4 x_40 = texture(frameMapTexture, vec2(fX, 0.0f), 0.0f); 42 vec4 x_47 = texture(frameMapTexture, vec2(fX, 0.25f), 0.0f); [all …]
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D | 948.wgsl | 7 outputSize : vec2<f32>; 8 stageSize : vec2<f32>; 9 spriteMapSize : vec2<f32>; 21 var<private> tUV : vec2<f32>; 41 var<private> tileID_1 : vec2<f32>; 43 var<private> levelUnits : vec2<f32>; 45 var<private> stageUnits_1 : vec2<f32>; 49 var<private> vUV : vec2<f32>; 57 …let x_40 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_37, 0.0), 0… 59 …let x_47 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_44, 0.25), … [all …]
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D | 948.wgsl.expected.wgsl | 7 outputSize : vec2<f32>; 8 stageSize : vec2<f32>; 9 spriteMapSize : vec2<f32>; 21 var<private> tUV : vec2<f32>; 41 var<private> tileID_1 : vec2<f32>; 43 var<private> levelUnits : vec2<f32>; 45 var<private> stageUnits_1 : vec2<f32>; 49 var<private> vUV : vec2<f32>; 57 …let x_40 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_37, 0.0), 0… 59 …let x_47 : vec4<f32> = textureSampleBias(frameMapTexture, frameMapSampler, vec2<f32>(x_44, 0.25), … [all …]
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D | 749.spvasm.expected.glsl | 11 vec2 resolution; 67 vec2 x_527 = vec2(x_526.x, x_526.x); 84 vec2 x_530 = vec2(x_529.z, x_529.y); 117 vec2 x_537 = vec2(0.0f, 0.0f); 170 x_537 = vec2(vec3(1.0f, 2.0f, 3.0f).y, vec3(1.0f, 2.0f, 3.0f).z); 213 vec2 x_540 = vec2(vec3(1.0f, 2.0f, 3.0f).y, x_534.z); 233 vec2 x_543 = vec2(x_539.x, x_541.y); 246 vec2 x_545 = vec2(x_537.y, x_538.x); 254 vec2 x_546 = vec2(x_545.x, x_545.x); 301 vec2 x_549 = vec2(x_534.x, x_534.y); [all …]
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D | 749.spvasm.expected.wgsl | 7 resolution : vec2<f32>; 68 let x_527 : vec2<f32> = vec2<f32>(x_526.x, x_526.x); 83 let x_530 : vec2<f32> = vec2<f32>(x_529.z, x_529.y); 114 var x_537 : vec2<f32>; 165 x_537 = vec2<f32>(vec3<f32>(1.0, 2.0, 3.0).y, vec3<f32>(1.0, 2.0, 3.0).z); 204 let x_540 : vec2<f32> = vec2<f32>(vec3<f32>(1.0, 2.0, 3.0).y, x_534.z); 224 let x_543 : vec2<f32> = vec2<f32>(x_539.x, x_541.y); 237 let x_545 : vec2<f32> = vec2<f32>(x_537.y, x_538.x); 245 let x_546 : vec2<f32> = vec2<f32>(x_545.x, x_545.x); 292 let x_549 : vec2<f32> = vec2<f32>(x_534.x, x_534.y); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/comp/ |
D | generate_height.comp | 6 vec2 distribution[]; 42 vec2 alias(vec2 i, vec2 N) 47 vec2 cmul(vec2 a, vec2 b) 49 vec2 r3 = a.yx; 50 vec2 r1 = b.xx; 51 vec2 R0 = a * r1; 52 vec2 r2 = b.yy; 53 vec2 R1 = r2 * r3; 54 return R0 + vec2(-R1.x, R1.y); 57 uint pack2(vec2 v) [all …]
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/third_party/skia/tests/sksl/shared/ |
D | VectorConstructors.glsl | 6 …2f2f2b2b2b3(vec2 v1, vec2 v2, vec2 v3, vec3 v4, ivec2 v5, ivec2 v6, vec2 v7, vec2 v8, vec4 v9, ive… 10 vec2 v1 = vec2(1.0); 11 vec2 v2 = vec2(1.0, 2.0); 12 vec2 v3 = vec2(1.0); 13 vec3 v4 = vec3(vec2(1.0), 1.0); 16 vec2 v7 = vec2(1.0, 2.0); 17 vec2 v8 = vec2(v5); 21 vec2 v12 = vec2(1.0, 0.0); 22 vec2 v13 = vec2(0.0); 23 vec2 v14 = vec2(0.0);
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/tesc/ |
D | water_tess.tesc | 9 vec2 uPatchSize; 10 vec2 uMaxTessLevel; 15 layout(location = 1) patch out vec2 vOutPatchPosBase; 17 layout(location = 0) in vec2 vPatchPosBase[]; 19 bool frustum_cull(vec2 p0) 21 vec2 min_xz = (p0 - vec2(10.0)) * _41.uScale.xy; 22 vec2 max_xz = ((p0 + _41.uPatchSize) + vec2(10.0)) * _41.uScale.xy; 42 float lod_factor(vec2 pos_) 44 vec2 pos = pos_ * _41.uScale.xy; 60 void compute_tess_levels(vec2 p0) [all …]
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/third_party/skia/third_party/externals/tint/test/samples/ |
D | compute_boids.wgsl.expected.glsl | 5 vec2 a_particlePos; 6 vec2 a_particleVel; 7 vec2 a_pos; 13 vec4 vert_main_inner(vec2 a_particlePos, vec2 a_particleVel, vec2 a_pos) { 15 …vec2 pos = vec2(((a_pos.x * cos(angle)) - (a_pos.y * sin(angle))), ((a_pos.x * sin(angle)) + (a_po… 23 vec2 pos; 24 vec2 vel; 36 in vec2 a_particlePos; 37 in vec2 a_particleVel; 38 in vec2 a_pos; [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders/tese/ |
D | water_tess.tese | 9 vec2 uInvScale; 11 vec2 uPatchSize; 12 vec2 uInvHeightmapSize; 17 layout(location = 0) patch in vec2 vOutPatchPosBase; 22 vec2 lerp_vertex(vec2 tess_coord) 27 mediump vec2 lod_factor(vec2 tess_coord) 29 mediump vec2 x = mix(vPatchLods.yx, vPatchLods.zw, vec2(tess_coord.x)); 33 return vec2(floor_level, fract_level); 36 mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod) 43 vec2 tess_coord = gl_TessCoord.xy; [all …]
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/third_party/skia/third_party/externals/tint/test/bug/dawn/ |
D | 947.wgsl.expected.glsl | 6 vec2 u_scale; 7 vec2 u_offset; 11 vec2 texcoords; 18 vec2 texcoords; 23 vec2 texcoord[3] = vec2[3](vec2(-0.5f, 0.0f), vec2(1.5f, 0.0f), vec2(0.5f, 2.0f)); 24 VertexOutputs tint_symbol = VertexOutputs(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f)); 25 tint_symbol.position = vec4(((texcoord[VertexIndex] * 2.0f) - vec2(1.0f, 1.0f)), 0.0f, 1.0f); 28 …excoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.… 30 …tint_symbol.texcoords = ((((texcoord[VertexIndex] * vec2(1.0f, -1.0f)) + vec2(0.0f, 1.0f)) * unifo… 36 vec2 texcoord; [all …]
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/third_party/vk-gl-cts/data/gles3/shaders/ |
D | swizzle_math_operations.test | 10 …input vec2 in0 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2… 11 …input vec2 in1 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2… 34 …input vec2 in0 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2… 35 …input vec2 in1 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2… 36 …output vec2 out0 = [ vec2(0.2, 0.2) | vec2(2.0, 2.0) | vec2(-1.0, -1.0) | vec2(-64.0, -64.0) | vec… 58 …input vec2 in0 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2… 59 …input vec2 in1 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2… 60 …output vec2 out0 = [ vec2(0.6, 0.6) | vec2(2.25, 2.25) | vec2(-2.75, -2.75) | vec2(32.0, 32.0) | v… 82 …input vec2 in0 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2… 83 …input vec2 in1 = [ vec2(0.1, 0.5) | vec2(1.0, 1.25) | vec2(-0.5, -2.25) | vec2(-32.0, 64.0) | vec2… [all …]
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/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/stable-triangle-clamp-conditional-mix/ |
D | 1.wgsl | 3 resolution : vec2<f32>; 12 fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 { 20 …vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f3… 26 var param : vec2<f32>; 27 var param_1 : vec2<f32>; 29 var param_2 : vec2<f32>; 30 var param_3 : vec2<f32>; 32 var param_4 : vec2<f32>; 33 var param_5 : vec2<f32>; 42 let x_108 : vec2<f32> = vec2<f32>(0.0, x_107); [all …]
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D | 0.wgsl | 3 resolution : vec2<f32>; 12 fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 { 20 …vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f3… 22 var param : vec2<f32>; 23 var param_1 : vec2<f32>; 25 var param_2 : vec2<f32>; 26 var param_3 : vec2<f32>; 28 var param_4 : vec2<f32>; 29 var param_5 : vec2<f32>; 42 param = vec2<f32>((x_88 - x_90), (x_93 - x_95)); [all …]
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/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/spv-stable-orbit-O-mutate-variable/ |
D | 0.wgsl | 3 resolution : vec2<f32>; 14 var x_77 : vec2<i32>; 15 var x_110 : vec2<i32>; 17 var x_77_phi : vec2<i32>; 19 var x_111_phi : vec2<i32>; 20 var x_113_phi : vec2<i32>; 22 let x_59 : vec2<f32> = x_6.resolution; 23 let x_60 : vec2<f32> = (vec2<f32>(x_56.x, x_56.y) / x_59); 26 …let x_75 : vec2<i32> = vec2<i32>(((((x_63 & 5) | (x_66 & 10)) * 8) + ((x_66 & 5) | (x_63 & 10))), … 30 var x_91 : vec2<i32>; [all …]
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D | 1.wgsl | 3 resolution : vec2<f32>; 14 var x_80 : vec2<i32>; 15 var x_113 : vec2<i32>; 17 var x_80_phi : vec2<i32>; 19 var x_114_phi : vec2<i32>; 20 var x_116_phi : vec2<i32>; 22 let x_62 : vec2<f32> = x_6.resolution; 23 let x_63 : vec2<f32> = (vec2<f32>(x_59.x, x_59.y) / x_62); 26 …let x_78 : vec2<i32> = vec2<i32>(((((x_66 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_66 & 10))), … 30 var x_94 : vec2<i32>; [all …]
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/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/stable-triangle-nested-conditional-clamped-float/ |
D | 0.wgsl | 3 resolution : vec2<f32>; 12 fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 { 20 …vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f3… 22 var param : vec2<f32>; 23 var param_1 : vec2<f32>; 25 var param_2 : vec2<f32>; 26 var param_3 : vec2<f32>; 28 var param_4 : vec2<f32>; 29 var param_5 : vec2<f32>; 42 param = vec2<f32>((x_88 - x_90), (x_93 - x_95)); [all …]
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/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/stable-triangle-array-nested-loop/ |
D | 0-opt.wgsl | 3 resolution : vec2<f32>; 12 fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 { 20 …vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f3… 24 var param : vec2<f32>; 25 var param_1 : vec2<f32>; 27 var param_2 : vec2<f32>; 28 var param_3 : vec2<f32>; 30 var param_4 : vec2<f32>; 31 var param_5 : vec2<f32>; 47 param = vec2<f32>((x_95 - x_97), (x_100 - x_102)); [all …]
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/third_party/vk-gl-cts/external/vulkancts/data/vulkan/draw/ |
D | VertexFetchShaderDrawParametersDrawIndex.vert | 15 vec2 perVertex = vec2(in_position.x, in_position.y); 16 …vec2 perInstance[5] = vec2[5](vec2(0.0, 0.0), vec2(-0.3, 0.0), vec2(0.0, 0.3), vec2(0.5, 0.5), vec… 17 vec2 perDraw[4] = vec2[4](vec2(0.0, 0.0), vec2(-0.3, -0.3), vec2(0.3, 0.3), vec2(1.0, 0.5));
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/third_party/skia/third_party/externals/tint/test/vk-gl-cts/graphicsfuzz/spv-stable-orbit-Os-access-chain-mutate-pointer/ |
D | 0.wgsl | 3 resolution : vec2<f32>; 14 var x_76 : vec2<i32>; 15 var x_109 : vec2<i32>; 17 var x_76_phi : vec2<i32>; 19 var x_110_phi : vec2<i32>; 20 var x_112_phi : vec2<i32>; 22 let x_58 : vec2<f32> = x_6.resolution; 23 let x_59 : vec2<f32> = (vec2<f32>(x_55.x, x_55.y) / x_58); 26 …let x_74 : vec2<i32> = vec2<i32>(((((x_62 & 5) | (x_65 & 10)) * 8) + ((x_65 & 5) | (x_62 & 10))), … 30 var x_90 : vec2<i32>; [all …]
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D | 2.wgsl | 3 resolution : vec2<f32>; 14 var x_80 : vec2<i32>; 15 var x_113 : vec2<i32>; 17 var x_80_phi : vec2<i32>; 19 var x_114_phi : vec2<i32>; 20 var x_116_phi : vec2<i32>; 22 let x_61 : vec2<f32> = x_6.resolution; 23 let x_62 : vec2<f32> = (vec2<f32>(x_58.x, x_58.y) / x_61); 27 …let x_78 : vec2<i32> = vec2<i32>(((((x_65 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_65 & 10))), … 31 var x_94 : vec2<i32>; [all …]
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/third_party/skia/third_party/externals/spirv-cross/shaders/tese/ |
D | water_tess.tese | 7 layout(location = 0) patch in vec2 vOutPatchPosBase; 14 vec2 uInvScale; 16 vec2 uPatchSize; 17 vec2 uInvHeightmapSize; 24 vec2 lerp_vertex(vec2 tess_coord) 29 mediump vec2 lod_factor(vec2 tess_coord) 31 mediump vec2 x = mix(vPatchLods.yx, vPatchLods.zw, tess_coord.x); 35 return vec2(floor_level, fract_level); 38 mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod) 48 vec2 tess_coord = gl_TessCoord.xy; [all …]
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/third_party/skia/third_party/externals/spirv-cross/shaders-msl/tese/ |
D | water_tess.tese | 7 layout(location = 0) patch in vec2 vOutPatchPosBase; 14 vec2 uInvScale; 16 vec2 uPatchSize; 17 vec2 uInvHeightmapSize; 24 vec2 lerp_vertex(vec2 tess_coord) 29 mediump vec2 lod_factor(vec2 tess_coord) 31 mediump vec2 x = mix(vPatchLods.yx, vPatchLods.zw, tess_coord.x); 35 return vec2(floor_level, fract_level); 38 mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod) 48 vec2 tess_coord = gl_TessCoord.xy; [all …]
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/third_party/vk-gl-cts/data/gles31/shaders/gl45/ |
D | implicit_conversions.test | 60 …output vec2 out0 = [ vec2(3.0, 4.0) | vec2(2.0, 3.0) | vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(6.0,… 71 out0 = in0 + vec2(1.0, 2.0); 214 …output vec2 out0 = [ vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(5.0, 6.0) | vec2(8.0, 9.0) | vec2(12.0… 225 out0 = in0 + vec2(1.0, 2.0); 302 output vec2 out0 = [ vec2(2.0, 4.0) | vec2(3.0, 3.0) | vec2(4.0, 9.0) ]; 313 out0 = in0 + vec2(1.0, 2.0); 324 output vec2 out0 = [ vec2(3.0, 5.0) | vec2(5.0, 8.0) | vec2(2.0, 15.0) ]; 335 out0 = in0 + vec2(1.0, 2.0); 504 …output vec2 out0 = [ vec2(1.0, 0.0) | vec2(0.0, -1.0) | vec2(0.0, -1.0) | vec2(2.0, 1.0) | vec2(4.… 515 out0 = in0 - vec2(1.0, 2.0); [all …]
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/third_party/skia/third_party/externals/spirv-cross/shaders/comp/ |
D | generate_height.comp | 7 vec2 distribution[]; 20 vec2 alias(vec2 i, vec2 N) 35 vec2 cmul(vec2 a, vec2 b) 37 vec2 r3 = a.yx; 38 vec2 r1 = b.xx; 39 vec2 R0 = a * r1; 40 vec2 r2 = b.yy; 41 vec2 R1 = r2 * r3; 42 return R0 + vec2(-R1.x, R1.y); 45 uint pack2(vec2 v) [all …]
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