Lines Matching refs:evalCtx
336 typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
338 …PUTTYPE_CONST, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
339 …TYPE_CONST, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
340 …TYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
341 …TYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
342 …TYPE_CONST, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
343 …TYPE_CONST, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
344 …TYPE_CONST, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
346 …NAMIC, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
347 …IC, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
348 …IC, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
349 …IC, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
351 … getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
355 m.setColumn(0, evalCtx.in[0].swizzle(0,1)); in getInputValue()
356 m.setColumn(1, evalCtx.in[1].swizzle(0,1)); in getInputValue()
360 … getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
364 m.setColumn(0, evalCtx.in[0].swizzle(0,1,2)); in getInputValue()
365 m.setColumn(1, evalCtx.in[1].swizzle(0,1,2)); in getInputValue()
366 m.setColumn(2, evalCtx.in[2].swizzle(0,1,2)); in getInputValue()
370 … getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
374 m.setColumn(0, evalCtx.in[0]); in getInputValue()
375 m.setColumn(1, evalCtx.in[1]); in getInputValue()
376 m.setColumn(2, evalCtx.in[2]); in getInputValue()
377 m.setColumn(3, evalCtx.in[3]); in getInputValue()
452 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
454 …evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) + getInputValue… in evaluate()
461 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
463 …evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) - getInputValue… in evaluate()
470 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
472 …evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) * getInputValue… in evaluate()
479 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
481 …evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) / getInputValue… in evaluate()
488 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
490 …evalCtx.color.xyz() = reduceToVec3(matrixCompMult(getInputValue<In0Type, In0DataType>(evalCtx, 0),… in evaluate()
497 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
499 evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0)); in evaluate()
506 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
508 evalCtx.color.xyz() = reduceToVec3(negate(getInputValue<In0Type, In0DataType>(evalCtx, 0))); in evaluate()
515 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
518 …evalCtx.color.xyz() = reduceToVec3(increment(getInputValue<In0Type, In0DataType>(evalCtx, 0))) + r… in evaluate()
525 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
528 …evalCtx.color.xyz() = reduceToVec3(decrement(getInputValue<In0Type, In0DataType>(evalCtx, 0))) + r… in evaluate()
535 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
538 …evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0)) + reduceToVec3… in evaluate()
545 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
548 …evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0)) + reduceToVec3… in evaluate()
555 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
557 …evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) + getInputValue… in evaluate()
564 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
566 …evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) - getInputValue… in evaluate()
573 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
575 …evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) * getInputValue… in evaluate()
582 static void evaluate (ShaderEvalContext& evalCtx) in evaluate()
584 …evalCtx.color.xyz() = reduceToVec3(getInputValue<In0Type, In0DataType>(evalCtx, 0) / getInputValue… in evaluate()