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Lines Matching refs:Float4

23 	void PixelPipeline::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w)  in setBuiltins()
104 Float4 x = shaderModel < 0x0104 ? v[2 + dst.index].x : v[2 + src0.index].x; in applyShader()
105 Float4 y = shaderModel < 0x0104 ? v[2 + dst.index].y : v[2 + src0.index].y; in applyShader()
106 Float4 z = shaderModel < 0x0104 ? v[2 + dst.index].z : v[2 + src0.index].z; in applyShader()
107 Float4 w = shaderModel < 0x0104 ? v[2 + dst.index].w : v[2 + src0.index].w; in applyShader()
286 Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000); in alphaTest()
302 …void PixelPipeline::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], I… in rasterOperation()
751 du = Float4(texture.x) * Float4(1.0f / 0x0FE0); in blendTexture()
752 dv = Float4(texture.y) * Float4(1.0f / 0x0FE0); in blendTexture()
754 Float4 du2; in blendTexture()
755 Float4 dv2; in blendTexture()
759 du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); in blendTexture()
760 dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); in blendTexture()
762 dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); in blendTexture()
763 du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); in blendTexture()
776 du = Float4(texture.x) * Float4(1.0f / 0x0FE0); in blendTexture()
777 dv = Float4(texture.y) * Float4(1.0f / 0x0FE0); in blendTexture()
779 Float4 du2; in blendTexture()
780 Float4 dv2; in blendTexture()
785 du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); in blendTexture()
786 dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); in blendTexture()
788 dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); in blendTexture()
789 du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); in blendTexture()
1174 void PixelPipeline::fogBlend(Vector4s &current, Float4 &f) in fogBlend()
1213 Float4 x = v[2 + coordinates].x; in sampleTexture()
1214 Float4 y = v[2 + coordinates].y; in sampleTexture()
1215 Float4 z = v[2 + coordinates].z; in sampleTexture()
1216 Float4 w = v[2 + coordinates].w; in sampleTexture()
1229 …Vector4s PixelPipeline::sampleTexture(int stage, Float4 &u, Float4 &v, Float4 &w, Float4 &q, bool … in sampleTexture()
1248 Float4 rq = reciprocal(q); in sampleTexture()
1250 Float4 u_q = u * rq; in sampleTexture()
1251 Float4 v_q = v * rq; in sampleTexture()
1252 Float4 w_q = w * rq; in sampleTexture()
1264 Short4 PixelPipeline::convertFixed12(RValue<Float4> cf) in convertFixed12()
1266 return RoundShort4(cf * Float4(0x1000)); in convertFixed12()
1277 Float4 PixelPipeline::convertSigned12(Short4 &cs) in convertSigned12()
1279 return Float4(cs) * Float4(1.0f / 0x0FFE); in convertSigned12()
1541 void PixelPipeline::TEXCOORD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate) in TEXCOORD()
1543 Float4 uw; in TEXCOORD()
1544 Float4 vw; in TEXCOORD()
1545 Float4 sw; in TEXCOORD()
1549 uw = Max(u, Float4(0.0f)); in TEXCOORD()
1550 uw = Min(uw, Float4(1.0f)); in TEXCOORD()
1560 vw = Max(v, Float4(0.0f)); in TEXCOORD()
1561 vw = Min(vw, Float4(1.0f)); in TEXCOORD()
1571 sw = Max(s, Float4(0.0f)); in TEXCOORD()
1572 sw = Min(sw, Float4(1.0f)); in TEXCOORD()
1583 …void PixelPipeline::TEXCRD(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int coordinate, bool pr… in TEXCRD()
1585 Float4 uw = u; in TEXCRD()
1586 Float4 vw = v; in TEXCRD()
1587 Float4 sw = s; in TEXCRD()
1597 uw *= Float4(0x1000); in TEXCRD()
1598 uw = Max(uw, Float4(-0x8000)); in TEXCRD()
1599 uw = Min(uw, Float4(0x7FFF)); in TEXCRD()
1609 vw *= Float4(0x1000); in TEXCRD()
1610 vw = Max(vw, Float4(-0x8000)); in TEXCRD()
1611 vw = Min(vw, Float4(0x7FFF)); in TEXCRD()
1621 sw *= Float4(0x1000); in TEXCRD()
1622 sw = Max(sw, Float4(-0x8000)); in TEXCRD()
1623 sw = Min(sw, Float4(0x7FFF)); in TEXCRD()
1632 void PixelPipeline::TEXDP3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src) in TEXDP3()
1636 Short4 t0 = RoundShort4(u_ * Float4(0x1000)); in TEXDP3()
1644 …void PixelPipeline::TEXDP3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s … in TEXDP3TEX()
1648 v_ = Float4(0.0f); in TEXDP3TEX()
1649 w_ = Float4(0.0f); in TEXDP3TEX()
1654 void PixelPipeline::TEXKILL(Int cMask[4], Float4 &u, Float4 &v, Float4 &s) in TEXKILL()
1656 Int kill = SignMask(CmpNLT(u, Float4(0.0f))) & in TEXKILL()
1657 SignMask(CmpNLT(v, Float4(0.0f))) & in TEXKILL()
1658 SignMask(CmpNLT(s, Float4(0.0f))); in TEXKILL()
1677 void PixelPipeline::TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int sampler, bool project) in TEX()
1684 Float4 u = Float4(src.x) * Float4(1.0f / 0x0FFE); in TEXLD()
1685 Float4 v = Float4(src.y) * Float4(1.0f / 0x0FFE); in TEXLD()
1686 Float4 s = Float4(src.z) * Float4(1.0f / 0x0FFE); in TEXLD()
1691 …void PixelPipeline::TEXBEM(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int stag… in TEXBEM()
1693 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE); in TEXBEM()
1694 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE); in TEXBEM()
1696 Float4 du2 = du; in TEXBEM()
1697 Float4 dv2 = dv; in TEXBEM()
1699 du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); in TEXBEM()
1700 dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); in TEXBEM()
1702 dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); in TEXBEM()
1703 du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); in TEXBEM()
1706 Float4 u_ = u + du; in TEXBEM()
1707 Float4 v_ = v + dv; in TEXBEM()
1712 …void PixelPipeline::TEXBEML(Vector4s &dst, Vector4s &src, Float4 &u, Float4 &v, Float4 &s, int sta… in TEXBEML()
1714 Float4 du = Float4(src.x) * Float4(1.0f / 0x0FFE); in TEXBEML()
1715 Float4 dv = Float4(src.y) * Float4(1.0f / 0x0FFE); in TEXBEML()
1717 Float4 du2 = du; in TEXBEML()
1718 Float4 dv2 = dv; in TEXBEML()
1720 du *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][0])); in TEXBEML()
1721 dv2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][0])); in TEXBEML()
1723 dv *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[1][1])); in TEXBEML()
1724 du2 *= *Pointer<Float4>(data + OFFSET(DrawData, textureStage[stage].bumpmapMatrix4F[0][1])); in TEXBEML()
1727 Float4 u_ = u + du; in TEXBEML()
1728 Float4 v_ = v + dv; in TEXBEML()
1748 Float4 u = Float4(src0.w) * Float4(1.0f / 0x0FFE); in TEXREG2AR()
1749 Float4 v = Float4(src0.x) * Float4(1.0f / 0x0FFE); in TEXREG2AR()
1750 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE); in TEXREG2AR()
1757 Float4 u = Float4(src0.y) * Float4(1.0f / 0x0FFE); in TEXREG2GB()
1758 Float4 v = Float4(src0.z) * Float4(1.0f / 0x0FFE); in TEXREG2GB()
1759 Float4 s = v; in TEXREG2GB()
1766 Float4 u = Float4(src0.x) * Float4(1.0f / 0x0FFE); in TEXREG2RGB()
1767 Float4 v = Float4(src0.y) * Float4(1.0f / 0x0FFE); in TEXREG2RGB()
1768 Float4 s = Float4(src0.z) * Float4(1.0f / 0x0FFE); in TEXREG2RGB()
1773 …void PixelPipeline::TEXM3X2DEPTH(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src, bo… in TEXM3X2DEPTH()
1783 …void PixelPipeline::TEXM3X2PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, boo… in TEXM3X2PAD()
1788 …void PixelPipeline::TEXM3X2TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s… in TEXM3X2TEX()
1792 w_ = Float4(0.0f); in TEXM3X2TEX()
1797 …void PixelPipeline::TEXM3X3(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, bool s… in TEXM3X3()
1801 dst.x = RoundShort4(u_ * Float4(0x1000)); in TEXM3X3()
1802 dst.y = RoundShort4(v_ * Float4(0x1000)); in TEXM3X3()
1803 dst.z = RoundShort4(w_ * Float4(0x1000)); in TEXM3X3()
1807 …void PixelPipeline::TEXM3X3PAD(Float4 &u, Float4 &v, Float4 &s, Vector4s &src0, int component, boo… in TEXM3X3PAD()
1811 U = Float4(src0.x); in TEXM3X3PAD()
1812 V = Float4(src0.y); in TEXM3X3PAD()
1813 W = Float4(src0.z); in TEXM3X3PAD()
1818 Float4 x = U * u + V * v + W * s; in TEXM3X3PAD()
1820 x *= Float4(1.0f / 0x1000); in TEXM3X3PAD()
1831 …void PixelPipeline::TEXM3X3SPEC(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4… in TEXM3X3SPEC()
1835 Float4 E[3]; // Eye vector in TEXM3X3SPEC()
1837 E[0] = Float4(src1.x) * Float4(1.0f / 0x0FFE); in TEXM3X3SPEC()
1838 E[1] = Float4(src1.y) * Float4(1.0f / 0x0FFE); in TEXM3X3SPEC()
1839 E[2] = Float4(src1.z) * Float4(1.0f / 0x0FFE); in TEXM3X3SPEC()
1842 Float4 u__; in TEXM3X3SPEC()
1843 Float4 v__; in TEXM3X3SPEC()
1844 Float4 w__; in TEXM3X3SPEC()
1868 …void PixelPipeline::TEXM3X3TEX(Vector4s &dst, Float4 &u, Float4 &v, Float4 &s, int stage, Vector4s… in TEXM3X3TEX()
1875 …void PixelPipeline::TEXM3X3VSPEC(Vector4s &dst, Float4 &x, Float4 &y, Float4 &z, int stage, Vector… in TEXM3X3VSPEC()
1879 Float4 E[3]; // Eye vector in TEXM3X3VSPEC()
1886 Float4 u__; in TEXM3X3VSPEC()
1887 Float4 v__; in TEXM3X3VSPEC()
1888 Float4 w__; in TEXM3X3VSPEC()
1914 u_ = Float4(rs[5].x); in TEXDEPTH()
1915 v_ = Float4(rs[5].y); in TEXDEPTH()