Lines Matching refs:Shader
90 const Shader::Instruction *instruction = shader->getInstruction(i); in applyShader()
91 Shader::Opcode opcode = instruction->opcode; in applyShader()
93 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ) in applyShader()
106 const Shader::Instruction *instruction = shader->getInstruction(i); in applyShader()
107 Shader::Opcode opcode = instruction->opcode; in applyShader()
109 …if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI |… in applyShader()
134 if(opcode == Shader::OPCODE_TEXKILL) // Takes destination as input in applyShader()
136 if(dst.type == Shader::PARAMETER_TEXTURE) in applyShader()
149 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0); in applyShader()
150 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1); in applyShader()
151 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2); in applyShader()
152 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3); in applyShader()
153 if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4); in applyShader()
157 case Shader::OPCODE_PS_2_0: break; in applyShader()
158 case Shader::OPCODE_PS_2_x: break; in applyShader()
159 case Shader::OPCODE_PS_3_0: break; in applyShader()
160 case Shader::OPCODE_DEF: break; in applyShader()
161 case Shader::OPCODE_DCL: break; in applyShader()
162 case Shader::OPCODE_NOP: break; in applyShader()
163 case Shader::OPCODE_MOV: mov(d, s0); break; in applyShader()
164 case Shader::OPCODE_NEG: neg(d, s0); break; in applyShader()
165 case Shader::OPCODE_INEG: ineg(d, s0); break; in applyShader()
166 case Shader::OPCODE_F2B: f2b(d, s0); break; in applyShader()
167 case Shader::OPCODE_B2F: b2f(d, s0); break; in applyShader()
168 case Shader::OPCODE_F2I: f2i(d, s0); break; in applyShader()
169 case Shader::OPCODE_I2F: i2f(d, s0); break; in applyShader()
170 case Shader::OPCODE_F2U: f2u(d, s0); break; in applyShader()
171 case Shader::OPCODE_U2F: u2f(d, s0); break; in applyShader()
172 case Shader::OPCODE_I2B: i2b(d, s0); break; in applyShader()
173 case Shader::OPCODE_B2I: b2i(d, s0); break; in applyShader()
174 case Shader::OPCODE_ADD: add(d, s0, s1); break; in applyShader()
175 case Shader::OPCODE_IADD: iadd(d, s0, s1); break; in applyShader()
176 case Shader::OPCODE_SUB: sub(d, s0, s1); break; in applyShader()
177 case Shader::OPCODE_ISUB: isub(d, s0, s1); break; in applyShader()
178 case Shader::OPCODE_MUL: mul(d, s0, s1); break; in applyShader()
179 case Shader::OPCODE_IMUL: imul(d, s0, s1); break; in applyShader()
180 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break; in applyShader()
181 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break; in applyShader()
182 case Shader::OPCODE_DP1: dp1(d, s0, s1); break; in applyShader()
183 case Shader::OPCODE_DP2: dp2(d, s0, s1); break; in applyShader()
184 case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break; in applyShader()
185 case Shader::OPCODE_DP3: dp3(d, s0, s1); break; in applyShader()
186 case Shader::OPCODE_DP4: dp4(d, s0, s1); break; in applyShader()
187 case Shader::OPCODE_DET2: det2(d, s0, s1); break; in applyShader()
188 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break; in applyShader()
189 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break; in applyShader()
190 case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break; in applyShader()
191 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break; in applyShader()
192 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break; in applyShader()
193 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break; in applyShader()
194 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break; in applyShader()
195 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break; in applyShader()
196 case Shader::OPCODE_FRC: frc(d, s0); break; in applyShader()
197 case Shader::OPCODE_TRUNC: trunc(d, s0); break; in applyShader()
198 case Shader::OPCODE_FLOOR: floor(d, s0); break; in applyShader()
199 case Shader::OPCODE_ROUND: round(d, s0); break; in applyShader()
200 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break; in applyShader()
201 case Shader::OPCODE_CEIL: ceil(d, s0); break; in applyShader()
202 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break; in applyShader()
203 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break; in applyShader()
204 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break; in applyShader()
205 case Shader::OPCODE_LOG2: log2(d, s0, pp); break; in applyShader()
206 case Shader::OPCODE_EXP: exp(d, s0, pp); break; in applyShader()
207 case Shader::OPCODE_LOG: log(d, s0, pp); break; in applyShader()
208 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break; in applyShader()
209 case Shader::OPCODE_DIV: div(d, s0, s1); break; in applyShader()
210 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break; in applyShader()
211 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break; in applyShader()
212 case Shader::OPCODE_MOD: mod(d, s0, s1); break; in applyShader()
213 case Shader::OPCODE_IMOD: imod(d, s0, s1); break; in applyShader()
214 case Shader::OPCODE_UMOD: umod(d, s0, s1); break; in applyShader()
215 case Shader::OPCODE_SHL: shl(d, s0, s1); break; in applyShader()
216 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break; in applyShader()
217 case Shader::OPCODE_USHR: ushr(d, s0, s1); break; in applyShader()
218 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break; in applyShader()
219 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break; in applyShader()
220 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break; in applyShader()
221 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break; in applyShader()
222 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break; in applyShader()
223 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break; in applyShader()
224 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break; in applyShader()
225 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break; in applyShader()
226 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break; in applyShader()
227 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break; in applyShader()
228 case Shader::OPCODE_MIN: min(d, s0, s1); break; in applyShader()
229 case Shader::OPCODE_IMIN: imin(d, s0, s1); break; in applyShader()
230 case Shader::OPCODE_UMIN: umin(d, s0, s1); break; in applyShader()
231 case Shader::OPCODE_MAX: max(d, s0, s1); break; in applyShader()
232 case Shader::OPCODE_IMAX: imax(d, s0, s1); break; in applyShader()
233 case Shader::OPCODE_UMAX: umax(d, s0, s1); break; in applyShader()
234 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break; in applyShader()
235 case Shader::OPCODE_STEP: step(d, s0, s1); break; in applyShader()
236 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break; in applyShader()
237 case Shader::OPCODE_ISINF: isinf(d, s0); break; in applyShader()
238 case Shader::OPCODE_ISNAN: isnan(d, s0); break; in applyShader()
239 case Shader::OPCODE_FLOATBITSTOINT: in applyShader()
240 case Shader::OPCODE_FLOATBITSTOUINT: in applyShader()
241 case Shader::OPCODE_INTBITSTOFLOAT: in applyShader()
242 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break; in applyShader()
243 case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break; in applyShader()
244 case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break; in applyShader()
245 case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break; in applyShader()
246 case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break; in applyShader()
247 case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break; in applyShader()
248 case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break; in applyShader()
249 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break; in applyShader()
250 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break; in applyShader()
251 case Shader::OPCODE_SGN: sgn(d, s0); break; in applyShader()
252 case Shader::OPCODE_ISGN: isgn(d, s0); break; in applyShader()
253 case Shader::OPCODE_CRS: crs(d, s0, s1); break; in applyShader()
254 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break; in applyShader()
255 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break; in applyShader()
256 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break; in applyShader()
257 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break; in applyShader()
258 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break; in applyShader()
259 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break; in applyShader()
260 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break; in applyShader()
261 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break; in applyShader()
262 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break; in applyShader()
263 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break; in applyShader()
264 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break; in applyShader()
265 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break; in applyShader()
266 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break; in applyShader()
267 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break; in applyShader()
268 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break; in applyShader()
269 case Shader::OPCODE_ABS: abs(d, s0); break; in applyShader()
270 case Shader::OPCODE_IABS: iabs(d, s0); break; in applyShader()
271 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break; in applyShader()
272 case Shader::OPCODE_COS: cos(d, s0, pp); break; in applyShader()
273 case Shader::OPCODE_SIN: sin(d, s0, pp); break; in applyShader()
274 case Shader::OPCODE_TAN: tan(d, s0, pp); break; in applyShader()
275 case Shader::OPCODE_ACOS: acos(d, s0, pp); break; in applyShader()
276 case Shader::OPCODE_ASIN: asin(d, s0, pp); break; in applyShader()
277 case Shader::OPCODE_ATAN: atan(d, s0, pp); break; in applyShader()
278 case Shader::OPCODE_ATAN2: atan2(d, s0, s1, pp); break; in applyShader()
279 case Shader::OPCODE_COSH: cosh(d, s0, pp); break; in applyShader()
280 case Shader::OPCODE_SINH: sinh(d, s0, pp); break; in applyShader()
281 case Shader::OPCODE_TANH: tanh(d, s0, pp); break; in applyShader()
282 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break; in applyShader()
283 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break; in applyShader()
284 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break; in applyShader()
285 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break; in applyShader()
286 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break; in applyShader()
287 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break; in applyShader()
288 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break; in applyShader()
289 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break; in applyShader()
290 case Shader::OPCODE_TEX: TEX(d, s0, src1, project, bias); break; in applyShader()
291 case Shader::OPCODE_TEXLDD: TEXGRAD(d, s0, src1, s2, s3); break; in applyShader()
292 case Shader::OPCODE_TEXLDL: TEXLOD(d, s0, src1, s0.w); break; in applyShader()
293 case Shader::OPCODE_TEXLOD: TEXLOD(d, s0, src1, s2.x); break; in applyShader()
294 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break; in applyShader()
295 case Shader::OPCODE_TEXKILL: TEXKILL(cMask, d, dst.mask); break; in applyShader()
296 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break; in applyShader()
297 case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break; in applyShader()
298 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x); break; in applyShader()
299 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break; in applyShader()
300 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break; in applyShader()
301 case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break; in applyShader()
302 case Shader::OPCODE_TEXBIAS: TEXBIAS(d, s0, src1, s2.x); break; in applyShader()
303 case Shader::OPCODE_TEXOFFSETBIAS: TEXOFFSETBIAS(d, s0, src1, s2, s3.x); break; in applyShader()
304 case Shader::OPCODE_DISCARD: DISCARD(cMask, instruction); break; in applyShader()
305 case Shader::OPCODE_DFDX: DFDX(d, s0); break; in applyShader()
306 case Shader::OPCODE_DFDY: DFDY(d, s0); break; in applyShader()
307 case Shader::OPCODE_FWIDTH: FWIDTH(d, s0); break; in applyShader()
308 case Shader::OPCODE_BREAK: BREAK(); break; in applyShader()
309 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break; in applyShader()
310 case Shader::OPCODE_BREAKP: BREAKP(src0); break; in applyShader()
311 case Shader::OPCODE_CONTINUE: CONTINUE(); break; in applyShader()
312 case Shader::OPCODE_TEST: TEST(); break; in applyShader()
313 case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break; in applyShader()
314 case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break; in applyShader()
315 case Shader::OPCODE_ELSE: ELSE(); break; in applyShader()
316 case Shader::OPCODE_ENDIF: ENDIF(); break; in applyShader()
317 case Shader::OPCODE_ENDLOOP: ENDLOOP(); break; in applyShader()
318 case Shader::OPCODE_ENDREP: ENDREP(); break; in applyShader()
319 case Shader::OPCODE_ENDWHILE: ENDWHILE(); break; in applyShader()
320 case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break; in applyShader()
321 case Shader::OPCODE_IF: IF(src0); break; in applyShader()
322 case Shader::OPCODE_IFC: IFC(s0, s1, control); break; in applyShader()
323 case Shader::OPCODE_LABEL: LABEL(dst.index); break; in applyShader()
324 case Shader::OPCODE_LOOP: LOOP(src1); break; in applyShader()
325 case Shader::OPCODE_REP: REP(src0); break; in applyShader()
326 case Shader::OPCODE_WHILE: WHILE(src0); break; in applyShader()
327 case Shader::OPCODE_SWITCH: SWITCH(); break; in applyShader()
328 case Shader::OPCODE_RET: RET(); break; in applyShader()
329 case Shader::OPCODE_LEAVE: LEAVE(); break; in applyShader()
330 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break; in applyShader()
331 case Shader::OPCODE_ALL: all(d.x, s0); break; in applyShader()
332 case Shader::OPCODE_ANY: any(d.x, s0); break; in applyShader()
333 case Shader::OPCODE_NOT: bitwise_not(d, s0); break; in applyShader()
334 case Shader::OPCODE_OR: bitwise_or(d, s0, s1); break; in applyShader()
335 case Shader::OPCODE_XOR: bitwise_xor(d, s0, s1); break; in applyShader()
336 case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break; in applyShader()
337 case Shader::OPCODE_EQ: equal(d, s0, s1); break; in applyShader()
338 case Shader::OPCODE_NE: notEqual(d, s0, s1); break; in applyShader()
339 case Shader::OPCODE_END: break; in applyShader()
344 …if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::… in applyShader()
365 case Shader::PARAMETER_TEMP: in applyShader()
366 if(dst.rel.type == Shader::PARAMETER_VOID) in applyShader()
392 case Shader::PARAMETER_COLOROUT: in applyShader()
393 if(dst.rel.type == Shader::PARAMETER_VOID) in applyShader()
419 case Shader::PARAMETER_PREDICATE: in applyShader()
425 case Shader::PARAMETER_DEPTHOUT: in applyShader()
477 case Shader::PARAMETER_TEMP: in applyShader()
478 if(dst.rel.type == Shader::PARAMETER_VOID) in applyShader()
504 case Shader::PARAMETER_COLOROUT: in applyShader()
505 if(dst.rel.type == Shader::PARAMETER_VOID) in applyShader()
535 case Shader::PARAMETER_PREDICATE: in applyShader()
541 case Shader::PARAMETER_DEPTHOUT: in applyShader()
711 if(sampler.type == Shader::PARAMETER_SAMPLER && sampler.rel.type == Shader::PARAMETER_VOID) in sampleTexture()
811 Int4 PixelProgram::enableMask(const Shader::Instruction *instruction) in enableMask()
843 case Shader::PARAMETER_TEMP: in fetchRegister()
844 if(src.rel.type == Shader::PARAMETER_VOID) in fetchRegister()
857 case Shader::PARAMETER_INPUT: in fetchRegister()
858 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative in fetchRegister()
871 case Shader::PARAMETER_CONST: in fetchRegister()
874 case Shader::PARAMETER_TEXTURE: in fetchRegister()
877 case Shader::PARAMETER_MISCTYPE: in fetchRegister()
878 if(src.index == Shader::VPosIndex) reg = vPos; in fetchRegister()
879 if(src.index == Shader::VFaceIndex) reg = vFace; in fetchRegister()
881 case Shader::PARAMETER_SAMPLER: in fetchRegister()
882 if(src.rel.type == Shader::PARAMETER_VOID) in fetchRegister()
886 else if(src.rel.type == Shader::PARAMETER_TEMP) in fetchRegister()
891 case Shader::PARAMETER_PREDICATE: return reg; // Dummy in fetchRegister()
892 case Shader::PARAMETER_VOID: return reg; // Dummy in fetchRegister()
893 case Shader::PARAMETER_FLOAT4LITERAL: in fetchRegister()
899 case Shader::PARAMETER_CONSTINT: return reg; // Dummy in fetchRegister()
900 case Shader::PARAMETER_CONSTBOOL: return reg; // Dummy in fetchRegister()
901 case Shader::PARAMETER_LOOP: return reg; // Dummy in fetchRegister()
902 case Shader::PARAMETER_COLOROUT: in fetchRegister()
903 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative in fetchRegister()
916 case Shader::PARAMETER_DEPTHOUT: in fetchRegister()
932 case Shader::MODIFIER_NONE: in fetchRegister()
938 case Shader::MODIFIER_NEGATE: in fetchRegister()
944 case Shader::MODIFIER_ABS: in fetchRegister()
950 case Shader::MODIFIER_ABS_NEGATE: in fetchRegister()
956 case Shader::MODIFIER_NOT: in fetchRegister()
991 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative in readConstant()
1004 const Shader::Instruction &instruction = *shader->getInstruction(j); in readConstant()
1006 if(instruction.opcode == Shader::OPCODE_DEF) in readConstant()
1021 else if(!src.rel.dynamic || src.rel.type == Shader::PARAMETER_LOOP) in readConstant()
1039 case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break; in readConstant()
1040 case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break; in readConstant()
1041 case Shader::PARAMETER_OUTPUT: a = oC[src.rel.index][component]; break; in readConstant()
1042 …case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index… in readConstant()
1043 case Shader::PARAMETER_MISCTYPE: in readConstant()
1046 case Shader::VPosIndex: a = vPos.x; break; in readConstant()
1047 case Shader::VFaceIndex: a = vFace.x; break; in readConstant()
1074 Int PixelProgram::relativeAddress(const Shader::Relative &rel, int bufferIndex) in relativeAddress()
1078 if(rel.type == Shader::PARAMETER_TEMP) in relativeAddress()
1082 else if(rel.type == Shader::PARAMETER_INPUT) in relativeAddress()
1086 else if(rel.type == Shader::PARAMETER_OUTPUT) in relativeAddress()
1090 else if(rel.type == Shader::PARAMETER_CONST) in relativeAddress()
1094 else if(rel.type == Shader::PARAMETER_LOOP) in relativeAddress()
1103 Int4 PixelProgram::dynamicAddress(const Shader::Relative &rel) in dynamicAddress()
1110 case Shader::PARAMETER_TEMP: a = r[rel.index][component]; break; in dynamicAddress()
1111 case Shader::PARAMETER_INPUT: a = v[rel.index][component]; break; in dynamicAddress()
1112 case Shader::PARAMETER_OUTPUT: a = oC[rel.index][component]; break; in dynamicAddress()
1113 case Shader::PARAMETER_MISCTYPE: in dynamicAddress()
1116 case Shader::VPosIndex: a = vPos.x; break; in dynamicAddress()
1117 case Shader::VFaceIndex: a = vFace.x; break; in dynamicAddress()
1257 …bool uniformSampler = (src1.type == Shader::PARAMETER_SAMPLER && src1.rel.type == Shader::PARAMETE… in TEXSIZE()
1287 void PixelProgram::DISCARD(Int cMask[4], const Shader::Instruction *instruction) in DISCARD()
1340 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break; in BREAKC()
1341 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break; in BREAKC()
1342 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break; in BREAKC()
1343 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break; in BREAKC()
1344 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break; in BREAKC()
1345 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break; in BREAKC()
1357 if(predicateRegister.modifier == Shader::MODIFIER_NOT) in BREAKP()
1404 if(src.type == Shader::PARAMETER_CONSTBOOL) in CALLNZ()
1408 else if(src.type == Shader::PARAMETER_PREDICATE) in CALLNZ()
1419 if(boolRegister.modifier == Shader::MODIFIER_NOT) in CALLNZb()
1446 if(predicateRegister.modifier == Shader::MODIFIER_NOT) in CALLNZp()
1573 if(src.type == Shader::PARAMETER_CONSTBOOL) in IF()
1577 else if(src.type == Shader::PARAMETER_PREDICATE) in IF()
1594 if(boolRegister.modifier == Shader::MODIFIER_NOT) in IFb()
1614 if(predicateRegister.modifier == Shader::MODIFIER_NOT) in IFp()
1628 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break; in IFC()
1629 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break; in IFC()
1630 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break; in IFC()
1631 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break; in IFC()
1632 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break; in IFC()
1633 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break; in IFC()