/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/shaders/ |
D | Passthrough2D11.hlsl | 8 void VS_Passthrough2D( in float2 inPosition : POSITION, in float2 inTexCoord : 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… 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) … 43 int4 PS_PassthroughRGBA2DI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : … 51 float4 PS_PassthroughRGB2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : … 56 uint4 PS_PassthroughRGB2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :… [all …]
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D | MultiplyAlpha.hlsl | 19 float4 PS_FtoF_PM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 26 float4 PS_FtoF_UM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 38 float4 PS_FtoF_PM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… 45 float4 PS_FtoF_UM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… 56 float4 PS_FtoF_PM_RGBA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 63 float4 PS_FtoF_UM_RGBA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 74 float4 PS_FtoF_PM_RGB_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV… 82 float4 PS_FtoF_UM_RGB_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV… 93 float4 PS_FtoF_PM_RGBA_4444_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… 101 float4 PS_FtoF_UM_RGBA_4444_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… [all …]
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D | Clear11.hlsl | 43 void VS_Clear_FL9( in float4 inPosition : POSITION, 46 outPosition = inPosition; 52 float4 inPosition : SV_Position; 68 output.outPosition = input[i].inPosition; 343 PS_OutputFloat_FL9 PS_ClearFloat_FL9(in float4 inPosition : SV_POSITION) 354 PS_OutputFloat1 PS_ClearFloat1(in float4 inPosition : SV_POSITION) 362 PS_OutputFloat2 PS_ClearFloat2(in float4 inPosition : SV_POSITION) 371 PS_OutputFloat3 PS_ClearFloat3(in float4 inPosition : SV_POSITION) 381 PS_OutputFloat4 PS_ClearFloat4(in float4 inPosition : SV_POSITION) 392 PS_OutputFloat5 PS_ClearFloat5(in float4 inPosition : SV_POSITION) [all …]
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D | Passthrough2DArray11.hlsl | 13 float4 PS_PassthroughRGBA2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTAR… 18 uint4 PS_PassthroughRGBA2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTA… 28 int4 PS_PassthroughRGBA2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG… 38 float4 PS_PassthroughRGB2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG… 43 uint4 PS_PassthroughRGB2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTAR… 53 int4 PS_PassthroughRGB2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGE… 63 float4 PS_PassthroughRG2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGE… 68 uint4 PS_PassthroughRG2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG… 78 int4 PS_PassthroughRG2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGET… 88 float4 PS_PassthroughR2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGET… [all …]
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D | Swizzle11.hlsl | 38 float4 PS_SwizzleF2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TAR… 43 int4 PS_SwizzleI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TARGE… 51 uint4 PS_SwizzleUI2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV_TAR… 59 float4 PS_SwizzleF3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDE… 64 int4 PS_SwizzleI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX,… 72 uint4 PS_SwizzleUI3D(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDE… 80 float4 PS_SwizzleF2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRA… 85 int4 PS_SwizzleI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYI… 93 uint4 PS_SwizzleUI2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRA…
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D | BufferToTexture11.hlsl | 64 float4 PS_BufferToTexture_4F(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_… 69 int4 PS_BufferToTexture_4I(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_Ta… 74 uint4 PS_BufferToTexture_4UI(in float4 inPosition : SV_Position, in uint inIndex : TEXCOORD0) : SV_…
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D | ResolveColor.hlsl | 5 float4 PS_ResolveColor2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV…
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/third_party/skia/src/gpu/effects/ |
D | GrBezierEffect.h | 92 inline const Attribute& inPosition() const { return kAttributes[0]; } in inPosition() function 154 inline const Attribute& inPosition() const { return kAttributes[0]; } in inPosition() function
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D | GrBezierEffect.cpp | 74 gp.inPosition().name(), in onEmitCode() 82 gp.inPosition().asShaderVar(), in onEmitCode() 262 gp.inPosition().name(), in onEmitCode() 270 gp.inPosition().asShaderVar(), in onEmitCode()
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D | GrShadowGeoProc.h | 32 const Attribute& inPosition() const { return fInPosition; } in inPosition() function
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D | GrShadowGeoProc.cpp | 40 WriteOutputPosition(vertBuilder, gpArgs, rsgp.inPosition().name()); in onEmitCode()
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/third_party/vk-gl-cts/external/amber/src/tests/cases/ |
D | tessellation_isolines.amber | 21 layout (location = 0) in vec3 inPosition; 25 gl_Position = vec4(inPosition, 1.0);
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/third_party/vk-gl-cts/external/vulkancts/data/vulkan/amber/draw/depth_bias/ |
D | depth_bias_triangle_list_fill.amber | 28 layout (location = 0) in vec3 inPosition; 35 gl_Position = vec4(inPosition, 1.0);
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D | depth_bias_triangle_list_line.amber | 30 layout (location = 0) in vec3 inPosition; 37 gl_Position = vec4(inPosition, 1.0);
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D | depth_bias_triangle_list_point.amber | 30 layout (location = 0) in vec3 inPosition; 37 gl_Position = vec4(inPosition, 1.0);
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D | depth_bias_patch_list_tri_fill.amber | 31 layout (location = 0) in vec3 inPosition; 37 gl_Position = vec4(inPosition, 1.0);
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D | depth_bias_patch_list_tri_line.amber | 32 layout (location = 0) in vec3 inPosition; 38 gl_Position = vec4(inPosition, 1.0);
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D | depth_bias_patch_list_tri_point.amber | 32 layout (location = 0) in vec3 inPosition; 38 gl_Position = vec4(inPosition, 1.0);
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