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Lines Matching refs:Shader

24 	VertexShader::VertexShader(const VertexShader *vs) : Shader()  in VertexShader()
43 append(new sw::Shader::Instruction(*vs->getInstruction(i))); in VertexShader()
60 VertexShader::VertexShader(const unsigned long *token) : Shader() in VertexShader()
112 Shader::Opcode opcode = (Shader::Opcode)(token[i] & 0x0000FFFF); in validate()
116 case Shader::OPCODE_TEXCOORD: in validate()
117 case Shader::OPCODE_TEXKILL: in validate()
118 case Shader::OPCODE_TEX: in validate()
119 case Shader::OPCODE_TEXBEM: in validate()
120 case Shader::OPCODE_TEXBEML: in validate()
121 case Shader::OPCODE_TEXREG2AR: in validate()
122 case Shader::OPCODE_TEXREG2GB: in validate()
123 case Shader::OPCODE_TEXM3X2PAD: in validate()
124 case Shader::OPCODE_TEXM3X2TEX: in validate()
125 case Shader::OPCODE_TEXM3X3PAD: in validate()
126 case Shader::OPCODE_TEXM3X3TEX: in validate()
127 case Shader::OPCODE_RESERVED0: in validate()
128 case Shader::OPCODE_TEXM3X3SPEC: in validate()
129 case Shader::OPCODE_TEXM3X3VSPEC: in validate()
130 case Shader::OPCODE_TEXREG2RGB: in validate()
131 case Shader::OPCODE_TEXDP3TEX: in validate()
132 case Shader::OPCODE_TEXM3X2DEPTH: in validate()
133 case Shader::OPCODE_TEXDP3: in validate()
134 case Shader::OPCODE_TEXM3X3: in validate()
135 case Shader::OPCODE_TEXDEPTH: in validate()
136 case Shader::OPCODE_CMP0: in validate()
137 case Shader::OPCODE_BEM: in validate()
138 case Shader::OPCODE_DP2ADD: in validate()
139 case Shader::OPCODE_DFDX: in validate()
140 case Shader::OPCODE_DFDY: in validate()
141 case Shader::OPCODE_TEXLDD: in validate()
160 …void VertexShader::setInput(int inputIdx, const sw::Shader::Semantic& semantic, SpirvShader::Attri… in setInput()
166 void VertexShader::setOutput(int outputIdx, int nbComponents, const sw::Shader::Semantic& semantic) in setOutput()
176 setOutput(posReg, 4, sw::Shader::Semantic(sw::Shader::USAGE_POSITION, 0)); in setPositionRegister()
182 setOutput(ptSizeReg, 4, sw::Shader::Semantic(sw::Shader::USAGE_PSIZE, 0)); in setPointSizeRegister()
186 const sw::Shader::Semantic& VertexShader::getInput(int inputIdx) const in getInput()
196 const sw::Shader::Semantic& VertexShader::getOutput(int outputIdx, int component) const in getOutput()
217 if(instruction[i]->opcode == Shader::OPCODE_DCL && in analyzeInput()
218 instruction[i]->dst.type == Shader::PARAMETER_INPUT) in analyzeInput()
231 output[Pos][0] = Semantic(Shader::USAGE_POSITION, 0); in analyzeOutput()
232 output[Pos][1] = Semantic(Shader::USAGE_POSITION, 0); in analyzeOutput()
233 output[Pos][2] = Semantic(Shader::USAGE_POSITION, 0); in analyzeOutput()
234 output[Pos][3] = Semantic(Shader::USAGE_POSITION, 0); in analyzeOutput()
242 case Shader::PARAMETER_RASTOUT: in analyzeOutput()
249 output[Fog][0] = Semantic(Shader::USAGE_FOG, 0); in analyzeOutput()
252 output[Pts][1] = Semantic(Shader::USAGE_PSIZE, 0); in analyzeOutput()
258 case Shader::PARAMETER_ATTROUT: in analyzeOutput()
261 if(dst.x) output[C0][0] = Semantic(Shader::USAGE_COLOR, 0); in analyzeOutput()
262 if(dst.y) output[C0][1] = Semantic(Shader::USAGE_COLOR, 0); in analyzeOutput()
263 if(dst.z) output[C0][2] = Semantic(Shader::USAGE_COLOR, 0); in analyzeOutput()
264 if(dst.w) output[C0][3] = Semantic(Shader::USAGE_COLOR, 0); in analyzeOutput()
268 if(dst.x) output[C1][0] = Semantic(Shader::USAGE_COLOR, 1); in analyzeOutput()
269 if(dst.y) output[C1][1] = Semantic(Shader::USAGE_COLOR, 1); in analyzeOutput()
270 if(dst.z) output[C1][2] = Semantic(Shader::USAGE_COLOR, 1); in analyzeOutput()
271 if(dst.w) output[C1][3] = Semantic(Shader::USAGE_COLOR, 1); in analyzeOutput()
275 case Shader::PARAMETER_TEXCRDOUT: in analyzeOutput()
276 if(dst.x) output[T0 + dst.index][0] = Semantic(Shader::USAGE_TEXCOORD, dst.index); in analyzeOutput()
277 if(dst.y) output[T0 + dst.index][1] = Semantic(Shader::USAGE_TEXCOORD, dst.index); in analyzeOutput()
278 if(dst.z) output[T0 + dst.index][2] = Semantic(Shader::USAGE_TEXCOORD, dst.index); in analyzeOutput()
279 if(dst.w) output[T0 + dst.index][3] = Semantic(Shader::USAGE_TEXCOORD, dst.index); in analyzeOutput()
290 if(inst->opcode == Shader::OPCODE_DCL && in analyzeOutput()
291 inst->dst.type == Shader::PARAMETER_OUTPUT) in analyzeOutput()
303 if(usage == Shader::USAGE_POSITION && usageIndex == 0) in analyzeOutput()
308 if(usage == Shader::USAGE_PSIZE && usageIndex == 0) in analyzeOutput()