Searched refs:uvOffset (Results 1 – 8 of 8) sorted by relevance
/third_party/skia/src/gpu/geometry/ |
D | GrPathUtils.h | 85 void apply(void* vertices, int vertexCount, size_t stride, size_t uvOffset) const { in apply() argument 87 intptr_t uvPtr = reinterpret_cast<intptr_t>(vertices) + uvOffset; in apply()
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/third_party/skia/third_party/externals/tint/test/bug/tint/ |
D | 949.wgsl.expected.hlsl | 149 float2 uvOffset = float2(0.0f, 0.0f); 209 uvOffset = float2(0.0f, 0.0f); 265 uvOffset = parallaxOcclusion_0; 266 const float4 x_452 = TextureSamplerTexture.Sample(TextureSamplerSampler, (v_uv + uvOffset)); 273 output6 = (v_uv + uvOffset);
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D | 949.wgsl.expected.glsl | 166 vec2 uvOffset = vec2(0.0f, 0.0f); 226 uvOffset = vec2(0.0f, 0.0f); 282 uvOffset = parallaxOcclusion_0; 283 vec4 x_452 = texture(TextureSamplerTexture, (v_uv + uvOffset)); 290 output6 = (v_uv + uvOffset);
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D | 949.wgsl.expected.spvasm | 102 OpName %uvOffset "uvOffset" 553 %uvOffset = OpVariable %_ptr_Function_v2float Function %31 630 OpStore %uvOffset %400 814 OpStore %uvOffset %543 816 %545 = OpLoad %v2float %uvOffset 842 %570 = OpLoad %v2float %uvOffset
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D | 949.wgsl.expected.msl | 190 float2 uvOffset = 0.0f; 251 uvOffset = float2(0.0f, 0.0f); 359 uvOffset = x_445; 361 float2 const x_450 = uvOffset; 372 float2 const x_466 = uvOffset;
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D | 949.wgsl | 202 var uvOffset : vec2<f32>; 263 uvOffset = vec2<f32>(0.0, 0.0); 372 uvOffset = x_445; 374 let x_450 : vec2<f32> = uvOffset; 385 let x_466 : vec2<f32> = uvOffset;
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D | 949.wgsl.expected.wgsl | 201 var uvOffset : vec2<f32>; 262 uvOffset = vec2<f32>(0.0, 0.0); 371 uvOffset = x_445; 373 let x_450 : vec2<f32> = uvOffset; 384 let x_466 : vec2<f32> = uvOffset;
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/third_party/skia/third_party/externals/swiftshader/src/Pipeline/ |
D | SamplerCore.cpp | 1807 float uvOffset = static_cast<float>(128 * 0x0101); in sampleTexel() local 1812 Float4 u = (Float4(Cb) - Float4(uvOffset)) * Float4(uvFactor); in sampleTexel() 1813 Float4 v = (Float4(Cr) - Float4(uvOffset)) * Float4(uvFactor); in sampleTexel()
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