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Searched refs:maskD4X (Results 1 – 6 of 6) sorted by relevance

/third_party/skia/third_party/externals/swiftshader/src/Shader/
DConstants.cpp193 maskD4X[i][0] = -(i >> 0 & 1); in Constants()
194 maskD4X[i][1] = -(i >> 1 & 1); in Constants()
195 maskD4X[i][2] = -(i >> 2 & 1); in Constants()
196 maskD4X[i][3] = -(i >> 3 & 1); in Constants()
198 invMaskD4X[i][0] = ~maskD4X[i][0]; in Constants()
199 invMaskD4X[i][1] = ~maskD4X[i][1]; in Constants()
200 invMaskD4X[i][2] = ~maskD4X[i][2]; in Constants()
201 invMaskD4X[i][3] = ~maskD4X[i][3]; in Constants()
DConstants.hpp40 dword4 maskD4X[16]; member
DPixelRoutine.cpp714 …Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + zMask * 16, 16… in writeDepth()
2307 …oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + xMask * … in writeColor()
2336 …oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X) + xMask *… in writeColor()
2519 …oC.x = As<Float4>(As<Int4>(oC.x) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMa… in writeColor()
2536 …oC.y = As<Float4>(As<Int4>(oC.y) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMa… in writeColor()
2555 …oC.z = As<Float4>(As<Int4>(oC.z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMa… in writeColor()
2572 …oC.w = As<Float4>(As<Int4>(oC.w) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X[rgbaWriteMa… in writeColor()
/third_party/skia/third_party/externals/swiftshader/src/Pipeline/
DConstants.cpp189 maskD4X[i][0] = -(i >> 0 & 1); in Constants()
190 maskD4X[i][1] = -(i >> 1 & 1); in Constants()
191 maskD4X[i][2] = -(i >> 2 & 1); in Constants()
192 maskD4X[i][3] = -(i >> 3 & 1); in Constants()
194 invMaskD4X[i][0] = ~maskD4X[i][0]; in Constants()
195 invMaskD4X[i][1] = ~maskD4X[i][1]; in Constants()
196 invMaskD4X[i][2] = ~maskD4X[i][2]; in Constants()
197 invMaskD4X[i][3] = ~maskD4X[i][3]; in Constants()
DConstants.hpp42 dword4 maskD4X[16]; member
DPixelRoutine.cpp705 …Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X) + zMask * 16, 1… in writeDepth32F()
2678 …color.x = As<Float4>(As<Int4>(color.x) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X) + x… in writeColor()
2706 …color.x = As<Float4>(As<Int4>(color.x) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X) + x… in writeColor()
2734 …color.x = As<Float4>(As<Int4>(color.x) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X) + x… in writeColor()
2932 …color.x = As<Float4>(As<Int4>(color.x) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X[rgba… in writeColor()
2949 …color.y = As<Float4>(As<Int4>(color.y) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X[rgba… in writeColor()
2968 …color.z = As<Float4>(As<Int4>(color.z) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X[rgba… in writeColor()
2985 …color.w = As<Float4>(As<Int4>(color.w) & *Pointer<Int4>(constants + OFFSET(Constants, maskD4X[rgba… in writeColor()
3050 UInt4 mask = *Pointer<UInt4>(constants + OFFSET(Constants, maskD4X[0][0]) + xMask * 16, 16); in writeColor()