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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-hlsl/comp/
Douter-product.comp3 RWByteAddressBuffer _21 : register(u0);
9 _21.Store2(0, asuint(_32[0]));
10 _21.Store2(8, asuint(_32[1]));
12 _21.Store3(16, asuint(_41[0]));
13 _21.Store3(32, asuint(_41[1]));
15 _21.Store4(48, asuint(_50[0]));
16 _21.Store4(64, asuint(_50[1]));
18 _21.Store2(80, asuint(_58[0]));
19 _21.Store2(88, asuint(_58[1]));
20 _21.Store2(96, asuint(_58[2]));
[all …]
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-hlsl/comp/
Douter-product.comp3 RWByteAddressBuffer _21 : register(u0);
9 _21.Store2(0, asuint(_32[0]));
10 _21.Store2(8, asuint(_32[1]));
12 _21.Store3(16, asuint(_41[0]));
13 _21.Store3(32, asuint(_41[1]));
15 _21.Store4(48, asuint(_50[0]));
16 _21.Store4(64, asuint(_50[1]));
18 _21.Store2(80, asuint(_58[0]));
19 _21.Store2(88, asuint(_58[1]));
20 _21.Store2(96, asuint(_58[2]));
[all …]
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders/comp/
Douter-product.comp15 } _21;
26 _21.m22 = outerProduct(_26.v2, _26.v2);
27 _21.m23 = outerProduct(_26.v3, _26.v2);
28 _21.m24 = outerProduct(_26.v4, _26.v2);
29 _21.m32 = outerProduct(_26.v2, _26.v3);
30 _21.m33 = outerProduct(_26.v3, _26.v3);
31 _21.m34 = outerProduct(_26.v4, _26.v3);
32 _21.m42 = outerProduct(_26.v2, _26.v4);
33 _21.m43 = outerProduct(_26.v3, _26.v4);
34 _21.m44 = outerProduct(_26.v4, _26.v4);
Dread-write-only.comp20 } _21;
24 _10.data4 = _15.data0 + _21.data2;
25 _10.data5 = _15.data1 + _21.data3;
/third_party/skia/third_party/externals/spirv-cross/reference/shaders/comp/
Douter-product.comp15 } _21;
26 _21.m22 = outerProduct(_26.v2, _26.v2);
27 _21.m23 = outerProduct(_26.v3, _26.v2);
28 _21.m24 = outerProduct(_26.v4, _26.v2);
29 _21.m32 = outerProduct(_26.v2, _26.v3);
30 _21.m33 = outerProduct(_26.v3, _26.v3);
31 _21.m34 = outerProduct(_26.v4, _26.v3);
32 _21.m42 = outerProduct(_26.v2, _26.v4);
33 _21.m43 = outerProduct(_26.v3, _26.v4);
34 _21.m44 = outerProduct(_26.v4, _26.v4);
Dread-write-only.comp20 } _21;
24 _10.data4 = _15.data0 + _21.data2;
25 _10.data5 = _15.data1 + _21.data3;
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/vert/
Dsign-int-types.vert46 vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]])
49 out.gl_Position = _21.uMVP * in.aVertex;
50 out.vFloatVec4 = sign(_21.uFloatVec4);
51 out.vFloatVec3 = sign(_21.uFloatVec3);
52 out.vFloatVec2 = sign(_21.uFloatVec2);
53 out.vFloat = sign(_21.uFloat);
54 out.vIntVec4 = sign(_21.uIntVec4);
55 out.vIntVec3 = sign(_21.uIntVec3);
56 out.vIntVec2 = sign(_21.uIntVec2);
57 out.vInt = sign(_21.uInt);
Dcopy.flatten.vert38 vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]])
41 out.gl_Position = _21.uMVP * in.aVertex;
46 light.Position = float3(_21.lights[i].Position);
47 light.Radius = _21.lights[i].Radius;
48 light.Color = _21.lights[i].Color;
50 …out.vColor += ((_21.lights[i].Color * fast::clamp(1.0 - (length(L) / light.Radius), 0.0, 1.0)) * d…
Ddynamic.flatten.vert31 vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]])
34 out.gl_Position = _21.uMVP * in.aVertex;
38 float3 L = in.aVertex.xyz - float3(_21.lights[i].Position);
39 …out.vColor += ((_21.lights[i].Color * fast::clamp(1.0 - (length(L) / _21.lights[i].Radius), 0.0, 1…
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/vert/
Dsign-int-types.vert46 vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]])
49 out.gl_Position = _21.uMVP * in.aVertex;
50 out.vFloatVec4 = sign(_21.uFloatVec4);
51 out.vFloatVec3 = sign(_21.uFloatVec3);
52 out.vFloatVec2 = sign(_21.uFloatVec2);
53 out.vFloat = sign(_21.uFloat);
54 out.vIntVec4 = sign(_21.uIntVec4);
55 out.vIntVec3 = sign(_21.uIntVec3);
56 out.vIntVec2 = sign(_21.uIntVec2);
57 out.vInt = sign(_21.uInt);
Dcopy.flatten.vert31 vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]])
34 out.gl_Position = _21.uMVP * in.aVertex;
38 float3 _68 = in.aVertex.xyz - float3(_21.lights[_96].Position);
39 …out.vColor += ((_21.lights[_96].Color * fast::clamp(1.0 - (length(_68) / _21.lights[_96].Radius), …
Ddynamic.flatten.vert31 vertex main0_out main0(main0_in in [[stage_in]], constant UBO& _21 [[buffer(0)]])
34 out.gl_Position = _21.uMVP * in.aVertex;
38 float3 _54 = in.aVertex.xyz - float3(_21.lights[_82].Position);
39 …out.vColor += ((_21.lights[_82].Color * fast::clamp(1.0 - (length(_54) / _21.lights[_82].Radius), …
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/comp/
Douter-product.comp28 kernel void main0(device SSBO& _21 [[buffer(0)]], const device ReadSSBO& _26 [[buffer(1)]])
30 _21.m22 = float2x2(_26.v2 * _26.v2.x, _26.v2 * _26.v2.y);
31 _21.m23 = float2x3(_26.v3 * _26.v2.x, _26.v3 * _26.v2.y);
32 _21.m24 = float2x4(_26.v4 * _26.v2.x, _26.v4 * _26.v2.y);
33 _21.m32 = float3x2(_26.v2 * _26.v3.x, _26.v2 * _26.v3.y, _26.v2 * _26.v3.z);
34 _21.m33 = float3x3(_26.v3 * _26.v3.x, _26.v3 * _26.v3.y, _26.v3 * _26.v3.z);
35 _21.m34 = float3x4(_26.v4 * _26.v3.x, _26.v4 * _26.v3.y, _26.v4 * _26.v3.z);
36 _21.m42 = float4x2(_26.v2 * _26.v4.x, _26.v2 * _26.v4.y, _26.v2 * _26.v4.z, _26.v2 * _26.v4.w);
37 _21.m43 = float4x3(_26.v3 * _26.v4.x, _26.v3 * _26.v4.y, _26.v3 * _26.v4.z, _26.v3 * _26.v4.w);
38 _21.m44 = float4x4(_26.v4 * _26.v4.x, _26.v4 * _26.v4.y, _26.v4 * _26.v4.z, _26.v4 * _26.v4.w);
Dread-write-only.comp26 …e SSBO2& _10 [[buffer(0)]], const device SSBO0& _15 [[buffer(1)]], device SSBO1& _21 [[buffer(2)]])
28 _10.data4 = _15.data0 + _21.data2;
29 _10.data5 = _15.data1 + _21.data3;
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/comp/
Douter-product.comp28 kernel void main0(device SSBO& _21 [[buffer(0)]], const device ReadSSBO& _26 [[buffer(1)]])
30 _21.m22 = float2x2(_26.v2 * _26.v2.x, _26.v2 * _26.v2.y);
31 _21.m23 = float2x3(_26.v3 * _26.v2.x, _26.v3 * _26.v2.y);
32 _21.m24 = float2x4(_26.v4 * _26.v2.x, _26.v4 * _26.v2.y);
33 _21.m32 = float3x2(_26.v2 * _26.v3.x, _26.v2 * _26.v3.y, _26.v2 * _26.v3.z);
34 _21.m33 = float3x3(_26.v3 * _26.v3.x, _26.v3 * _26.v3.y, _26.v3 * _26.v3.z);
35 _21.m34 = float3x4(_26.v4 * _26.v3.x, _26.v4 * _26.v3.y, _26.v4 * _26.v3.z);
36 _21.m42 = float4x2(_26.v2 * _26.v4.x, _26.v2 * _26.v4.y, _26.v2 * _26.v4.z, _26.v2 * _26.v4.w);
37 _21.m43 = float4x3(_26.v3 * _26.v4.x, _26.v3 * _26.v4.y, _26.v3 * _26.v4.z, _26.v3 * _26.v4.w);
38 _21.m44 = float4x4(_26.v4 * _26.v4.x, _26.v4 * _26.v4.y, _26.v4 * _26.v4.z, _26.v4 * _26.v4.w);
Dread-write-only.comp26 …e SSBO2& _10 [[buffer(0)]], const device SSBO0& _15 [[buffer(1)]], device SSBO1& _21 [[buffer(2)]])
28 _10.data4 = _15.data0 + _21.data2;
29 _10.data5 = _15.data1 + _21.data3;
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl-no-opt/comp/
Dbitcast-16bit-2.invalid.comp23 kernel void main0(device SSBO1& _21 [[buffer(0)]], device SSBO0& _29 [[buffer(1)]], constant UBO& _…
27 _21.outputs[ident] = short4(_47.x, _47.y, _21.outputs[ident].z, _21.outputs[ident].w);
29 _21.outputs[ident] = short4(_21.outputs[ident].x, _21.outputs[ident].y, _66.x, _66.y);
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-no-opt/comp/
Dbitcast-16bit-2.invalid.comp21 } _21;
37 _21.outputs[ident] = i16vec4(_47.x, _47.y, _21.outputs[ident].z, _21.outputs[ident].w);
39 _21.outputs[ident] = i16vec4(_21.outputs[ident].x, _21.outputs[ident].y, _66.x, _66.y);
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-no-opt/asm/frag/
Dsubgroup-ballot-only.vk.asm.frag.vk9 uvec4 _21 = subgroupBallot(INDEX < 100u);
10 SV_Target.x = _21.x;
11 SV_Target.y = _21.y;
12 SV_Target.z = _21.z;
13 SV_Target.w = _21.w;
Dsubgroup-ballot-only.vk.asm.frag26 uvec4 _21 = subgroupBallot(INDEX < 100u);
27 SV_Target.x = _21.x;
28 SV_Target.y = _21.y;
29 SV_Target.z = _21.z;
30 SV_Target.w = _21.w;
/third_party/skia/third_party/externals/spirv-cross/reference/shaders/asm/frag/
Ddefault-member-names.asm.frag29 _10 _21;
30 _3 = vec4(_21._m0, _21._m1, _21._m2, _21._m3);
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/asm/frag/
Ddefault-member-names.asm.frag36 _10 _21;
37 out.m_3 = float4(_21._m0, _21._m1, _21._m2, _21._m3);
/third_party/skia/third_party/externals/d3d12allocator/src/
DCommon.h162 float _21, _22, _23, _24; member
173 float _21, float _22, float _23, float _24, in mat4()
177 _21(_21), _22(_22), _23(_23), _24(_24), in mat4()
189 _21(row2.x), _22(row2.y), _23(row2.z), _24(row2.w), in mat4()
197 _21(data[ 4]), _22(data[ 5]), _23(data[ 6]), _24(data[ 7]), in mat4()
206 _11 * rhs._11 + _12 * rhs._21 + _13 * rhs._31 + _14 * rhs._41,
211 _21 * rhs._11 + _22 * rhs._21 + _23 * rhs._31 + _24 * rhs._41,
212 _21 * rhs._12 + _22 * rhs._22 + _23 * rhs._32 + _24 * rhs._42,
213 _21 * rhs._13 + _22 * rhs._23 + _23 * rhs._33 + _24 * rhs._43,
214 _21 * rhs._14 + _22 * rhs._24 + _23 * rhs._34 + _24 * rhs._44,
[all …]
/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl-no-opt/tesc/
Dcopy-tess-level.tesc48 constant spvUnsafeArray<float, 4> _21 = spvUnsafeArray<float, 4>({ 1.0, 2.0, 3.0, 4.0 });
60 spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[0] = half(_21[0]);
61 spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[1] = half(_21[1]);
62 spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[2] = half(_21[2]);
63 spvTessLevel[gl_PrimitiveID].edgeTessellationFactor[3] = half(_21[3]);
/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/tesc/
Dstruct-output.multi-patch.tesc35 uint _21 = uint(gl_InvocationID);
36 gl_out[gl_InvocationID].in_te_data0 = te_data{ _15, _19, _21 };
39 …te_data{ _15 + gl_out[_38].in_te_data0.a, _19 + gl_out[_38].in_te_data0.b, _21 + gl_out[_38].in_te…

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