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Lines Matching refs:evalCtx

494 typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
496 …PUTTYPE_CONST, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
497 …TYPE_CONST, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
498 …TYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
499 …TYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
501 …TYPE_CONST, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
502 …PE_CONST, TYPE_FLOAT_MAT2X3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
503 …PE_CONST, TYPE_FLOAT_MAT2X4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
504 …PE_CONST, TYPE_FLOAT_MAT3X2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
505 …TYPE_CONST, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
506 …PE_CONST, TYPE_FLOAT_MAT3X4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
507 …PE_CONST, TYPE_FLOAT_MAT4X2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
508 …PE_CONST, TYPE_FLOAT_MAT4X3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
509 …TYPE_CONST, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx)… in getInputValue() argument
511 …NAMIC, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
512 …IC, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
513 …IC, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
514 …IC, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return… in getInputValue() argument
516 … getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
520 m.setColumn(0, evalCtx.in[0].swizzle(0,1)); in getInputValue()
521 m.setColumn(1, evalCtx.in[1].swizzle(0,1)); in getInputValue()
525 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2X3> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
529 m.setColumn(0, evalCtx.in[0].swizzle(0,1,2)); in getInputValue()
530 m.setColumn(1, evalCtx.in[1].swizzle(0,1,2)); in getInputValue()
534 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2X4> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
538 m.setColumn(0, evalCtx.in[0]); in getInputValue()
539 m.setColumn(1, evalCtx.in[1]); in getInputValue()
543 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3X2> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
547 m.setColumn(0, evalCtx.in[0].swizzle(0,1)); in getInputValue()
548 m.setColumn(1, evalCtx.in[1].swizzle(0,1)); in getInputValue()
549 m.setColumn(2, evalCtx.in[2].swizzle(0,1)); in getInputValue()
553 … getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
557 m.setColumn(0, evalCtx.in[0].swizzle(0,1,2)); in getInputValue()
558 m.setColumn(1, evalCtx.in[1].swizzle(0,1,2)); in getInputValue()
559 m.setColumn(2, evalCtx.in[2].swizzle(0,1,2)); in getInputValue()
563 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3X4> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
567 m.setColumn(0, evalCtx.in[0]); in getInputValue()
568 m.setColumn(1, evalCtx.in[1]); in getInputValue()
569 m.setColumn(2, evalCtx.in[2]); in getInputValue()
573 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4X2> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
577 m.setColumn(0, evalCtx.in[0].swizzle(0,1)); in getInputValue()
578 m.setColumn(1, evalCtx.in[1].swizzle(0,1)); in getInputValue()
579 m.setColumn(2, evalCtx.in[2].swizzle(0,1)); in getInputValue()
580 m.setColumn(3, evalCtx.in[3].swizzle(0,1)); in getInputValue()
584 …etInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4X3> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
588 m.setColumn(0, evalCtx.in[0].swizzle(0,1,2)); in getInputValue()
589 m.setColumn(1, evalCtx.in[1].swizzle(0,1,2)); in getInputValue()
590 m.setColumn(2, evalCtx.in[2].swizzle(0,1,2)); in getInputValue()
591 m.setColumn(3, evalCtx.in[3].swizzle(0,1,2)); in getInputValue()
595 … getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx) in getInputValue() argument
599 m.setColumn(0, evalCtx.in[0]); in getInputValue()
600 m.setColumn(1, evalCtx.in[1]); in getInputValue()
601 m.setColumn(2, evalCtx.in[2]); in getInputValue()
602 m.setColumn(3, evalCtx.in[3]); in getInputValue()
870 typedef void (*MatrixShaderEvalFunc) (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1T…
878 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
880 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
881 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
882 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
883 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
884 evalCtx.color.xyz() = reduceToVec3(in0 + in1); in evaluate()
891 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
893 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
894 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
895 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
896 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
897 evalCtx.color.xyz() = reduceToVec3(in0 - in1); in evaluate()
904 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
906 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
907 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
908 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
909 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
910 evalCtx.color.xyz() = reduceToVec3(in0 * in1); in evaluate()
917 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
919 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
920 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
921 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
922 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
923 evalCtx.color.xyz() = reduceToVec3(in0 / in1); in evaluate()
930 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
932 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
933 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
934 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
935 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
936 evalCtx.color.xyz() = reduceToVec3(matrixCompMult(in0, in1)); in evaluate()
943 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
945 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
946 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
947 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
948 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
949 evalCtx.color.xyz() = reduceToVec3(outerProduct(in0, in1)); in evaluate()
956 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
959 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
960 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
961 evalCtx.color.xyz() = reduceToVec3(transpose(in0)); in evaluate()
968 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
971 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
972 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
973 evalCtx.color.xyz() = reduceToVec3(inverse(in0)); in evaluate()
980 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
983 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
984 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
985 evalCtx.color.xyz() = Vec3(determinant(in0)); in evaluate()
992 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
995 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
996 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
997 evalCtx.color.xyz() = reduceToVec3(in0); in evaluate()
1004 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1007 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1008 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1009 evalCtx.color.xyz() = reduceToVec3(negate(in0)); in evaluate()
1016 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1019 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1020 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1023 evalCtx.color.xyz() = reduceToVec3(increment(in0)) + reduceToVec3(increment(in0)); in evaluate()
1030 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1033 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1034 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1037 evalCtx.color.xyz() = reduceToVec3(decrement(in0)) + reduceToVec3(decrement(in0)); in evaluate()
1044 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1047 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1048 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1051 evalCtx.color.xyz() = reduceToVec3(in0) + reduceToVec3(increment(in0)); in evaluate()
1058 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1061 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1062 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1065 evalCtx.color.xyz() = reduceToVec3(in0) + reduceToVec3(decrement(in0)); in evaluate()
1072 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1074 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1075 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1076 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
1077 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
1078 evalCtx.color.xyz() = reduceToVec3(in0 + in1); in evaluate()
1085 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1087 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1088 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1089 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
1090 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
1091 evalCtx.color.xyz() = reduceToVec3(in0 - in1); in evaluate()
1098 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1100 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1101 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1102 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
1103 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
1104 evalCtx.color.xyz() = reduceToVec3(in0 * in1); in evaluate()
1111 static void evaluate (ShaderEvalContext& evalCtx, InputType in0Type, InputType in1Type) in evaluate()
1113 …pe in0 = (in0Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In0DataType>(evalCtx, 0) in evaluate()
1114 : getInputValue<INPUTTYPE_CONST, In0DataType>(evalCtx, 0); in evaluate()
1115 …pe in1 = (in1Type == INPUTTYPE_DYNAMIC) ? getInputValue<INPUTTYPE_DYNAMIC, In1DataType>(evalCtx, 1) in evaluate()
1116 : getInputValue<INPUTTYPE_CONST, In1DataType>(evalCtx, 1); in evaluate()
1117 evalCtx.color.xyz() = reduceToVec3(in0 / in1); in evaluate()
1349 virtual void evaluate (ShaderEvalContext& evalCtx);
1364 void MatrixShaderEvaluator::evaluate (ShaderEvalContext& evalCtx) in evaluate() argument
1366 m_matEvalFunc(evalCtx, m_inType0, m_inType1); in evaluate()