/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/shaders/ |
D | MultiplyAlpha.hlsl | 7 Texture2D<float4> TextureF : register(t0); 9 Texture3D<float4> TextureF_3D : register(t0); 10 Texture2DArray<float4> TextureF_2DArray : register(t0); 19 float4 PS_FtoF_PM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 21 float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; 26 float4 PS_FtoF_UM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 28 float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; 38 float4 PS_FtoF_PM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… 40 float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; 45 float4 PS_FtoF_UM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… [all …]
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D | Passthrough2D11.hlsl | 1 Texture2D<float4> TextureF : register(t0); 2 Texture2DMS<float4> TextureF_MS: register(t0); 9 out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0) 11 outPosition = float4(inPosition, 0.0f, 1.0f); 15 float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :… 20 float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :… 25 float4 PS_PassthroughA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV… 27 return float4(0.0f, 0.0f, 0.0f, TextureF.Sample(Sampler, inTexCoord).a); 30 float4 PS_PassthroughRGBA2DMS(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0,… 35 uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) … [all …]
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/third_party/skia/third_party/externals/tint/test/expressions/swizzle/read/vec3/ |
D | f32.wgsl.expected.hlsl | 53 float4 xxxx = P.v.xxxx; 54 float4 xxxy = P.v.xxxy; 55 float4 xxxz = P.v.xxxz; 56 float4 xxyx = P.v.xxyx; 57 float4 xxyy = P.v.xxyy; 58 float4 xxyz = P.v.xxyz; 59 float4 xxzx = P.v.xxzx; 60 float4 xxzy = P.v.xxzy; 61 float4 xxzz = P.v.xxzz; 62 float4 xyxx = P.v.xyxx; [all …]
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D | f32.wgsl.expected.msl | 49 float4 xxxx = float3((*(tint_symbol)).v).xxxx; 50 float4 xxxy = float3((*(tint_symbol)).v).xxxy; 51 float4 xxxz = float3((*(tint_symbol)).v).xxxz; 52 float4 xxyx = float3((*(tint_symbol)).v).xxyx; 53 float4 xxyy = float3((*(tint_symbol)).v).xxyy; 54 float4 xxyz = float3((*(tint_symbol)).v).xxyz; 55 float4 xxzx = float3((*(tint_symbol)).v).xxzx; 56 float4 xxzy = float3((*(tint_symbol)).v).xxzy; 57 float4 xxzz = float3((*(tint_symbol)).v).xxzz; 58 float4 xyxx = float3((*(tint_symbol)).v).xyxx; [all …]
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/third_party/skia/third_party/externals/tint/test/expressions/swizzle/read/packed_vec3/ |
D | f32.wgsl.expected.hlsl | 51 float4 xxxx = asfloat(U[0].xyz).xxxx; 52 float4 xxxy = asfloat(U[0].xyz).xxxy; 53 float4 xxxz = asfloat(U[0].xyz).xxxz; 54 float4 xxyx = asfloat(U[0].xyz).xxyx; 55 float4 xxyy = asfloat(U[0].xyz).xxyy; 56 float4 xxyz = asfloat(U[0].xyz).xxyz; 57 float4 xxzx = asfloat(U[0].xyz).xxzx; 58 float4 xxzy = asfloat(U[0].xyz).xxzy; 59 float4 xxzz = asfloat(U[0].xyz).xxzz; 60 float4 xyxx = asfloat(U[0].xyz).xyxx; [all …]
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D | f32.wgsl.expected.msl | 61 float4 xxxx = float3((*(tint_symbol)).v).xxxx; 62 float4 xxxy = float3((*(tint_symbol)).v).xxxy; 63 float4 xxxz = float3((*(tint_symbol)).v).xxxz; 64 float4 xxyx = float3((*(tint_symbol)).v).xxyx; 65 float4 xxyy = float3((*(tint_symbol)).v).xxyy; 66 float4 xxyz = float3((*(tint_symbol)).v).xxyz; 67 float4 xxzx = float3((*(tint_symbol)).v).xxzx; 68 float4 xxzy = float3((*(tint_symbol)).v).xxzy; 69 float4 xxzz = float3((*(tint_symbol)).v).xxzz; 70 float4 xyxx = float3((*(tint_symbol)).v).xyxx; [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-ue4/asm/tese/ |
D | ds-texcoord-array.asm.tese | 73 float4 View_InvDeviceZToWorldZTransform; 74 float4 View_ScreenPositionScaleBias; 102 float4 View_TemporalAAJitter; 103 float4 View_GlobalClippingPlane; 106 float4 View_ViewRectMin; 107 float4 View_ViewSizeAndInvSize; 108 float4 View_BufferSizeAndInvSize; 109 float4 View_BufferBilinearUVMinMax; 114 float4 View_DiffuseOverrideParameter; 115 float4 View_SpecularOverrideParameter; [all …]
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D | ds-double-gl-in-deref.asm.tese | 73 float4 View_InvDeviceZToWorldZTransform; 74 float4 View_ScreenPositionScaleBias; 102 float4 View_TemporalAAJitter; 103 float4 View_GlobalClippingPlane; 106 float4 View_ViewRectMin; 107 float4 View_ViewSizeAndInvSize; 108 float4 View_BufferSizeAndInvSize; 109 float4 View_BufferBilinearUVMinMax; 114 float4 View_DiffuseOverrideParameter; 115 float4 View_SpecularOverrideParameter; [all …]
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D | ds-patch-input-fixes.asm.tese | 73 float4 View_InvDeviceZToWorldZTransform; 74 float4 View_ScreenPositionScaleBias; 102 float4 View_TemporalAAJitter; 103 float4 View_GlobalClippingPlane; 106 float4 View_ViewRectMin; 107 float4 View_ViewSizeAndInvSize; 108 float4 View_BufferSizeAndInvSize; 109 float4 View_BufferBilinearUVMinMax; 114 float4 View_DiffuseOverrideParameter; 115 float4 View_SpecularOverrideParameter; [all …]
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D | ds-patch-inputs.asm.tese | 118 float4 ShadowDepthPass_LPV_mLightColour; 119 float4 ShadowDepthPass_LPV_GeometryVolumeCaptureLightDirection; 120 float4 ShadowDepthPass_LPV_mEyePos; 139 float4 ShadowDepthPass_ShadowParams; 148 constant float4 _90 = {}; 152 float4 out_var_TEXCOORD10_centroid [[user(locn0)]]; 153 float4 out_var_TEXCOORD11_centroid [[user(locn1)]]; 156 float4 gl_Position [[position]]; 161 float4 in_var_PN_POSITION_0 [[attribute(10)]]; 162 float4 in_var_PN_POSITION_1 [[attribute(11)]]; [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-ue4/asm/tese/ |
D | ds-texcoord-array.asm.tese | 73 float4 View_InvDeviceZToWorldZTransform; 74 float4 View_ScreenPositionScaleBias; 102 float4 View_TemporalAAJitter; 103 float4 View_GlobalClippingPlane; 106 float4 View_ViewRectMin; 107 float4 View_ViewSizeAndInvSize; 108 float4 View_BufferSizeAndInvSize; 109 float4 View_BufferBilinearUVMinMax; 114 float4 View_DiffuseOverrideParameter; 115 float4 View_SpecularOverrideParameter; [all …]
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D | ds-double-gl-in-deref.asm.tese | 73 float4 View_InvDeviceZToWorldZTransform; 74 float4 View_ScreenPositionScaleBias; 102 float4 View_TemporalAAJitter; 103 float4 View_GlobalClippingPlane; 106 float4 View_ViewRectMin; 107 float4 View_ViewSizeAndInvSize; 108 float4 View_BufferSizeAndInvSize; 109 float4 View_BufferBilinearUVMinMax; 114 float4 View_DiffuseOverrideParameter; 115 float4 View_SpecularOverrideParameter; [all …]
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D | ds-patch-input-fixes.asm.tese | 73 float4 View_InvDeviceZToWorldZTransform; 74 float4 View_ScreenPositionScaleBias; 102 float4 View_TemporalAAJitter; 103 float4 View_GlobalClippingPlane; 106 float4 View_ViewRectMin; 107 float4 View_ViewSizeAndInvSize; 108 float4 View_BufferSizeAndInvSize; 109 float4 View_BufferBilinearUVMinMax; 114 float4 View_DiffuseOverrideParameter; 115 float4 View_SpecularOverrideParameter; [all …]
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D | ds-patch-inputs.asm.tese | 118 float4 ShadowDepthPass_LPV_mLightColour; 119 float4 ShadowDepthPass_LPV_GeometryVolumeCaptureLightDirection; 120 float4 ShadowDepthPass_LPV_mEyePos; 139 float4 ShadowDepthPass_ShadowParams; 148 constant float4 _90 = {}; 152 float4 out_var_TEXCOORD10_centroid [[user(locn0)]]; 153 float4 out_var_TEXCOORD11_centroid [[user(locn1)]]; 156 float4 gl_Position [[position]]; 161 float4 in_var_PN_POSITION_0 [[attribute(10)]]; 162 float4 in_var_PN_POSITION_1 [[attribute(11)]]; [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-ue4/asm/tesc/ |
D | hs-incorrect-base-type.asm.tesc | 49 float4 TangentToWorld0; 50 float4 TangentToWorld2; 51 float4 Color; 52 spvUnsafeArray<float4, 1> TexCoords; 53 float4 LightMapCoordinate; 75 float4 Position; 81 spvUnsafeArray<float4, 3> WorldPosition; 112 float4 View_InvDeviceZToWorldZTransform; 113 float4 View_ScreenPositionScaleBias; 141 float4 View_TemporalAAJitter; [all …]
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D | hs-input-array-access.asm.tesc | 49 float4 TangentToWorld0; 50 float4 TangentToWorld2; 61 float4 Position; 68 float4 Normal; 76 float4 Normal0; 77 float4 Normal1; 85 spvUnsafeArray<float4, 3> WorldPosition; 119 float4 View_InvDeviceZToWorldZTransform; 120 float4 View_ScreenPositionScaleBias; 148 float4 View_TemporalAAJitter; [all …]
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D | hs-texcoord-array.asm.tesc | 49 float4 TangentToWorld0; 50 float4 TangentToWorld2; 51 float4 Color; 63 float4 Position; 69 spvUnsafeArray<float4, 3> WorldPosition; 101 float4 View_InvDeviceZToWorldZTransform; 102 float4 View_ScreenPositionScaleBias; 130 float4 View_TemporalAAJitter; 131 float4 View_GlobalClippingPlane; 134 float4 View_ViewRectMin; [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-ue4/asm/tesc/ |
D | hs-incorrect-base-type.asm.tesc | 49 float4 TangentToWorld0; 50 float4 TangentToWorld2; 51 float4 Color; 52 spvUnsafeArray<float4, 1> TexCoords; 53 float4 LightMapCoordinate; 75 float4 Position; 81 spvUnsafeArray<float4, 3> WorldPosition; 112 float4 View_InvDeviceZToWorldZTransform; 113 float4 View_ScreenPositionScaleBias; 141 float4 View_TemporalAAJitter; [all …]
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D | hs-input-array-access.asm.tesc | 49 float4 TangentToWorld0; 50 float4 TangentToWorld2; 61 float4 Position; 68 float4 Normal; 76 float4 Normal0; 77 float4 Normal1; 85 spvUnsafeArray<float4, 3> WorldPosition; 119 float4 View_InvDeviceZToWorldZTransform; 120 float4 View_ScreenPositionScaleBias; 148 float4 View_TemporalAAJitter; [all …]
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D | hs-texcoord-array.asm.tesc | 49 float4 TangentToWorld0; 50 float4 TangentToWorld2; 51 float4 Color; 63 float4 Position; 69 spvUnsafeArray<float4, 3> WorldPosition; 101 float4 View_InvDeviceZToWorldZTransform; 102 float4 View_ScreenPositionScaleBias; 130 float4 View_TemporalAAJitter; 131 float4 View_GlobalClippingPlane; 134 float4 View_ViewRectMin; [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-ue4/asm/vert/ |
D | array-missing-copies.asm.vert | 72 float4 View_InvDeviceZToWorldZTransform; 73 float4 View_ScreenPositionScaleBias; 101 float4 View_TemporalAAJitter; 102 float4 View_GlobalClippingPlane; 105 float4 View_ViewRectMin; 106 float4 View_ViewSizeAndInvSize; 107 float4 View_BufferSizeAndInvSize; 108 float4 View_BufferBilinearUVMinMax; 113 float4 View_DiffuseOverrideParameter; 114 float4 View_SpecularOverrideParameter; [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-ue4/asm/vert/ |
D | array-missing-copies.asm.vert | 72 float4 View_InvDeviceZToWorldZTransform; 73 float4 View_ScreenPositionScaleBias; 101 float4 View_TemporalAAJitter; 102 float4 View_GlobalClippingPlane; 105 float4 View_ViewRectMin; 106 float4 View_ViewSizeAndInvSize; 107 float4 View_BufferSizeAndInvSize; 108 float4 View_BufferBilinearUVMinMax; 113 float4 View_DiffuseOverrideParameter; 114 float4 View_SpecularOverrideParameter; [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-hlsl/frag/ |
D | tex-sampling.sm30.frag | 11 static float4 FragColor; 12 static float4 texCoord4d; 19 float4 texCoord4d : TEXCOORD3; 24 float4 FragColor : COLOR0; 31 float4 _112 = float4(texCoord3d, 2.0f); 32 …float4 _139 = ((((((((((((((((tex1D(tex1d, texCoord1d) + tex1Dlod(tex1d, float4(texCoord1d, 0.0, 0… 34 float4 _171 = float4(texCoord1d, 0.0f, 0.0f, 2.0f); 37 float4 _219 = float4(texCoord2d, 0.0f, 2.0f); 39 float4 _264 = _139; 40 …float4(_147.x, 0.0, 0.0f, 1.0)).x) + tex1Dlod(tex1dShadow, float4(_147.x, 0.0, 0.0f, 2.0f)).x) + t… [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-hlsl/frag/ |
D | tex-sampling.sm30.frag | 11 static float4 FragColor; 12 static float4 texCoord4d; 19 float4 texCoord4d : TEXCOORD3; 24 float4 FragColor : COLOR0; 29 float4 texcolor = tex1D(tex1d, texCoord1d); 30 texcolor += tex1Dlod(tex1d, float4(texCoord1d, 0.0, 0.0, 2.0f)); 33 texcolor += tex1Dproj(tex1d, float4(_34.x, 0.0, 0.0, _34.y)); 34 texcolor += tex1Dbias(tex1d, float4(texCoord1d, 0.0, 0.0, 1.0f)); 36 texcolor += tex2Dlod(tex2d, float4(texCoord2d, 0.0, 2.0f)); 39 texcolor += tex2Dproj(tex2d, float4(_73.xy, 0.0, _73.z)); [all …]
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-hlsl/vert/ |
D | no-contraction.vert | 1 static float4 gl_Position; 2 static float4 vA; 3 static float4 vB; 4 static float4 vC; 8 float4 vA : TEXCOORD0; 9 float4 vB : TEXCOORD1; 10 float4 vC : TEXCOORD2; 15 float4 gl_Position : SV_Position; 20 precise float4 _15 = vA * vB; 21 float4 mul = _15; [all …]
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