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Searched refs:inPosition (Results 1 – 18 of 18) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/shaders/
DPassthrough2D11.hlsl8 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) :…
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DMultiplyAlpha.hlsl19 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…
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DClear11.hlsl43 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)
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DPassthrough2DArray11.hlsl13 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…
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DSwizzle11.hlsl38 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…
DBufferToTexture11.hlsl64 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_…
DResolveColor.hlsl5 float4 PS_ResolveColor2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV…
/third_party/skia/src/gpu/effects/
DGrBezierEffect.h92 inline const Attribute& inPosition() const { return kAttributes[0]; } in inPosition() function
154 inline const Attribute& inPosition() const { return kAttributes[0]; } in inPosition() function
DGrBezierEffect.cpp74 gp.inPosition().name(), in onEmitCode()
82 gp.inPosition().asShaderVar(), in onEmitCode()
262 gp.inPosition().name(), in onEmitCode()
270 gp.inPosition().asShaderVar(), in onEmitCode()
DGrShadowGeoProc.h32 const Attribute& inPosition() const { return fInPosition; } in inPosition() function
DGrShadowGeoProc.cpp40 WriteOutputPosition(vertBuilder, gpArgs, rsgp.inPosition().name()); in onEmitCode()
/third_party/vk-gl-cts/external/amber/src/tests/cases/
Dtessellation_isolines.amber21 layout (location = 0) in vec3 inPosition;
25 gl_Position = vec4(inPosition, 1.0);
/third_party/vk-gl-cts/external/vulkancts/data/vulkan/amber/draw/depth_bias/
Ddepth_bias_triangle_list_fill.amber28 layout (location = 0) in vec3 inPosition;
35 gl_Position = vec4(inPosition, 1.0);
Ddepth_bias_triangle_list_line.amber30 layout (location = 0) in vec3 inPosition;
37 gl_Position = vec4(inPosition, 1.0);
Ddepth_bias_triangle_list_point.amber30 layout (location = 0) in vec3 inPosition;
37 gl_Position = vec4(inPosition, 1.0);
Ddepth_bias_patch_list_tri_fill.amber31 layout (location = 0) in vec3 inPosition;
37 gl_Position = vec4(inPosition, 1.0);
Ddepth_bias_patch_list_tri_line.amber32 layout (location = 0) in vec3 inPosition;
38 gl_Position = vec4(inPosition, 1.0);
Ddepth_bias_patch_list_tri_point.amber32 layout (location = 0) in vec3 inPosition;
38 gl_Position = vec4(inPosition, 1.0);