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Lines Matching refs:Float4

36 	void applySwizzle(sw::SwizzleType swizzle, sw::Float4& f, const sw::Vector4f& c)  in applySwizzle()
44 case sw::SWIZZLE_ZERO: f = sw::Float4(0.0f, 0.0f, 0.0f, 0.0f); break; in applySwizzle()
45 case sw::SWIZZLE_ONE: f = sw::Float4(1.0f, 1.0f, 1.0f, 1.0f); break; in applySwizzle()
59 …SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Flo… in sampleTexture()
64 …SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Flo… in sampleTexture()
94 Float4 uuuu = u; in sampleTexture()
95 Float4 vvvv = v; in sampleTexture()
96 Float4 wwww = w; in sampleTexture()
97 Float4 qqqq = q; in sampleTexture()
102 Float4 uDelta; in sampleTexture()
103 Float4 vDelta; in sampleTexture()
113 Float4 M; in sampleTexture()
275 …SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Flo… in sampleTexture()
290 c.x = Float4(0.0f); in sampleTexture()
291 c.y = Float4(0.0f); in sampleTexture()
292 c.z = Float4(0.0f); in sampleTexture()
293 c.w = Float4(1.0f); in sampleTexture()
303 Float4 uuuu = u; in sampleTexture()
304 Float4 vvvv = v; in sampleTexture()
305 Float4 wwww = w; in sampleTexture()
306 Float4 qqqq = q; in sampleTexture()
311 Float4 uDelta; in sampleTexture()
312 Float4 vDelta; in sampleTexture()
322 Float4 M; in sampleTexture()
341 c.x *= Float4(1.0f / 0xF800); in sampleTexture()
342 c.y *= Float4(1.0f / 0xFC00); in sampleTexture()
343 c.z *= Float4(1.0f / 0xF800); in sampleTexture()
353 … c[component] *= Float4(hasUnsignedTextureComponent(component) ? 1.0f / 0xFFFF : 1.0f / 0x7FFF); in sampleTexture()
364 c.x = Float4(As<UShort4>(cs.x)) * Float4(1.0f / 0xF800); in sampleTexture()
365 c.y = Float4(As<UShort4>(cs.y)) * Float4(1.0f / 0xFC00); in sampleTexture()
366 c.z = Float4(As<UShort4>(cs.z)) * Float4(1.0f / 0xF800); in sampleTexture()
397 c.y = As<Float4>(UInt4(0)); in sampleTexture()
404 c.z = As<Float4>(UInt4(0)); in sampleTexture()
411 c.w = As<Float4>(UInt4(1)); in sampleTexture()
443 if(componentCount < 2) c.y = Float4(defaultColorValue); in sampleTexture()
444 if(componentCount < 3) c.z = Float4(defaultColorValue); in sampleTexture()
445 if(componentCount < 4) c.w = Float4(1.0f); in sampleTexture()
449 c.x = Float4(0.0f); in sampleTexture()
450 c.y = Float4(0.0f); in sampleTexture()
451 c.z = Float4(0.0f); in sampleTexture()
457 c.w = Float4(1.0f); in sampleTexture()
465 c.y = Float4(defaultColorValue); in sampleTexture()
467 c.z = Float4(defaultColorValue); in sampleTexture()
470 c.w = Float4(1.0f); in sampleTexture()
477 c.y = Float4(0.0f); in sampleTexture()
478 c.z = Float4(0.0f); in sampleTexture()
479 c.w = Float4(1.0f); in sampleTexture()
502 Vector4f SamplerCore::textureSize(Pointer<Byte> &texture, Float4 &lod) in textureSize()
518 void SamplerCore::border(Short4 &mask, Float4 &coordinates) in border()
520 Int4 border = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); in border()
524 void SamplerCore::border(Int4 &mask, Float4 &coordinates) in border()
526 mask = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); in border()
535 offset &= Short4(CmpNLE(Float4(lod), Float4(0.0f))); in offsetSample()
539 offset &= Short4(CmpLE(Float4(lod), Float4(0.0f))); in offsetSample()
566 …Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anis… in sampleFilter()
581 UShort4 utri = UShort4(Float4(lod)); // FIXME: Optimize in sampleFilter()
667 …Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anis… in sampleAniso()
686 Float4 A = *Pointer<Float4>(constants + OFFSET(Constants,uvWeight) + 16 * a); in sampleAniso()
687 Float4 B = *Pointer<Float4>(constants + OFFSET(Constants,uvStart) + 16 * a); in sampleAniso()
691 Float4 du = uDelta; in sampleAniso()
692 Float4 dv = vDelta; in sampleAniso()
694 Float4 u0 = u + B * du; in sampleAniso()
695 Float4 v0 = v + B * dv; in sampleAniso()
727 …Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f… in sampleQuad()
739 …Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector… in sampleQuad2D()
934 …Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4… in sample3D()
1059 …er<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float… in sampleFloatFilter()
1072 Float4 lod4 = Float4(Frac(lod)); in sampleFloatFilter()
1130 …c.x = As<Float4>((borderMask & As<Int4>(c.x)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Tex… in sampleFloatFilter()
1131 …c.y = As<Float4>((borderMask & As<Int4>(c.y)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Tex… in sampleFloatFilter()
1132 …c.z = As<Float4>((borderMask & As<Int4>(c.z)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Tex… in sampleFloatFilter()
1133 …c.w = As<Float4>((borderMask & As<Int4>(c.w)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Tex… in sampleFloatFilter()
1139 …er<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float… in sampleFloatAniso()
1153 cSum.x = Float4(0.0f); in sampleFloatAniso()
1154 cSum.y = Float4(0.0f); in sampleFloatAniso()
1155 cSum.z = Float4(0.0f); in sampleFloatAniso()
1156 cSum.w = Float4(0.0f); in sampleFloatAniso()
1158 Float4 A = *Pointer<Float4>(constants + OFFSET(Constants,uvWeight) + 16 * a); in sampleFloatAniso()
1159 Float4 B = *Pointer<Float4>(constants + OFFSET(Constants,uvStart) + 16 * a); in sampleFloatAniso()
1161 Float4 du = uDelta; in sampleFloatAniso()
1162 Float4 dv = vDelta; in sampleFloatAniso()
1164 Float4 u0 = u + B * du; in sampleFloatAniso()
1165 Float4 v0 = v + B * dv; in sampleFloatAniso()
1197 …Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 in sampleFloat()
1209 …tor4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &… in sampleFloat2D()
1222 Float4 fu, fv; in sampleFloat2D()
1278 …Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vecto… in sampleFloat3D()
1291 Float4 fu, fv, fw; in sampleFloat3D()
1381 …er<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Fl… in computeLod()
1385 Float4 duvdxy; in computeLod()
1389 duvdxy = Float4(uuuu.yz, vvvv.yz) - Float4(uuuu.xx, vvvv.xx); in computeLod()
1393 Float4 dudxy = Float4(dsx.x.xx, dsy.x.xx); in computeLod()
1394 Float4 dvdxy = Float4(dsx.y.xx, dsy.y.xx); in computeLod()
1396 duvdxy = Float4(dudxy.xz, dvdxy.xz); in computeLod()
1400 Float4 dUVdxy = duvdxy * *Pointer<Float4>(texture + OFFSET(Texture,widthHeightLOD)); in computeLod()
1402 Float4 dUV2dxy = dUVdxy * dUVdxy; in computeLod()
1403 Float4 dUV2 = dUV2dxy.xy + dUV2dxy.zw; in computeLod()
1411 Float4 dudx = duvdxy.xxxx; in computeLod()
1412 Float4 dudy = duvdxy.yyyy; in computeLod()
1413 Float4 dvdx = duvdxy.zzzz; in computeLod()
1414 Float4 dvdy = duvdxy.wwww; in computeLod()
1417 uDelta = As<Float4>((As<Int4>(dudx) & mask) | ((As<Int4>(dudy) & ~mask))); in computeLod()
1418 vDelta = As<Float4>((As<Int4>(dvdx) & mask) | ((As<Int4>(dvdy) & ~mask))); in computeLod()
1452 …er<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &ds… in computeLodCube()
1456 Float4 dudxy, dvdxy, dsdxy; in computeLodCube()
1460 Float4 U = u * M; in computeLodCube()
1461 Float4 V = v * M; in computeLodCube()
1462 Float4 W = w * M; in computeLodCube()
1470 dudxy = Float4(dsx.x.xx, dsy.x.xx); in computeLodCube()
1471 dvdxy = Float4(dsx.y.xx, dsy.y.xx); in computeLodCube()
1472 dsdxy = Float4(dsx.z.xx, dsy.z.xx); in computeLodCube()
1474 dudxy = Abs(dudxy * Float4(M.x)); in computeLodCube()
1475 dvdxy = Abs(dvdxy * Float4(M.x)); in computeLodCube()
1476 dsdxy = Abs(dsdxy * Float4(M.x)); in computeLodCube()
1481 Float4 duvdxy = dudxy + dvdxy; in computeLodCube()
1482 Float4 dusdxy = dudxy + dsdxy; in computeLodCube()
1483 Float4 dvsdxy = dvdxy + dsdxy; in computeLodCube()
1518 …plerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &www… in computeLod3D()
1522 Float4 dudxy, dvdxy, dsdxy; in computeLod3D()
1532 dudxy = Float4(dsx.x.xx, dsy.x.xx); in computeLod3D()
1533 dvdxy = Float4(dsx.y.xx, dsy.y.xx); in computeLod3D()
1534 dsdxy = Float4(dsx.z.xx, dsy.z.xx); in computeLod3D()
1538 dudxy *= *Pointer<Float4>(texture + OFFSET(Texture,widthLOD)); in computeLod3D()
1539 dvdxy *= *Pointer<Float4>(texture + OFFSET(Texture,heightLOD)); in computeLod3D()
1540 dsdxy *= *Pointer<Float4>(texture + OFFSET(Texture,depthLOD)); in computeLod3D()
1577 …void SamplerCore::cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Flo… in cubeFace()
1579 Int4 xn = CmpLT(x, Float4(0.0f)); // x < 0 in cubeFace()
1580 Int4 yn = CmpLT(y, Float4(0.0f)); // y < 0 in cubeFace()
1581 Int4 zn = CmpLT(z, Float4(0.0f)); // z < 0 in cubeFace()
1583 Float4 absX = Abs(x); in cubeFace()
1584 Float4 absY = Abs(y); in cubeFace()
1585 Float4 absZ = Abs(z); in cubeFace()
1618 U = As<Float4>((xMajor & (n ^ As<Int4>(-z))) | (~xMajor & ((zMajor & n) ^ As<Int4>(x)))); in cubeFace()
1621 V = As<Float4>((~yMajor & As<Int4>(-y)) | (yMajor & (n ^ As<Int4>(z)))); in cubeFace()
1623 M = reciprocal(M) * Float4(0.5f); in cubeFace()
1624 U = U * M + Float4(0.5f); in cubeFace()
1625 V = V * M + Float4(0.5f); in cubeFace()
1628 Short4 SamplerCore::applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode) in applyOffset()
2114 …Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mi… in sampleTexel()
2132 c.x = *Pointer<Float4>(buffer[f0] + index[0] * 16, 16); in sampleTexel()
2133 c.y = *Pointer<Float4>(buffer[f1] + index[1] * 16, 16); in sampleTexel()
2134 c.z = *Pointer<Float4>(buffer[f2] + index[2] * 16, 16); in sampleTexel()
2135 c.w = *Pointer<Float4>(buffer[f3] + index[3] * 16, 16); in sampleTexel()
2139 c.x = *Pointer<Float4>(buffer[f0] + index[0] * 16, 16); in sampleTexel()
2140 c.y = *Pointer<Float4>(buffer[f1] + index[1] * 16, 16); in sampleTexel()
2141 c.z = *Pointer<Float4>(buffer[f2] + index[2] * 16, 16); in sampleTexel()
2142 c.w = *Pointer<Float4>(buffer[f3] + index[3] * 16, 16); in sampleTexel()
2147 c.x.xy = *Pointer<Float4>(buffer[f0] + index[0] * 8); in sampleTexel()
2148 c.x.zw = *Pointer<Float4>(buffer[f1] + index[1] * 8 - 8); in sampleTexel()
2149 c.z.xy = *Pointer<Float4>(buffer[f2] + index[2] * 8); in sampleTexel()
2150 c.z.zw = *Pointer<Float4>(buffer[f3] + index[3] * 8 - 8); in sampleTexel()
2152 c.x = Float4(c.x.xz, c.z.xz); in sampleTexel()
2153 c.y = Float4(c.y.yw, c.z.yw); in sampleTexel()
2168 Float4 ref = z; in sampleTexel()
2172 ref = Min(Max(ref, Float4(0.0f)), Float4(1.0f)); in sampleTexel()
2190 c.x = As<Float4>(boolean & As<Int4>(Float4(1.0f))); in sampleTexel()
2191 c.y = Float4(0.0f); in sampleTexel()
2192 c.z = Float4(0.0f); in sampleTexel()
2193 c.w = Float4(1.0f); in sampleTexel()
2210 c[n] = As<Float4>(Int4(As<UShort4>(cs[n]))); in sampleTexel()
2214 c[n] = Float4(As<UShort4>(cs[n])); in sampleTexel()
2221 c[n] = As<Float4>(Int4(cs[n])); in sampleTexel()
2225 c[n] = Float4(cs[n]); in sampleTexel()
2285 filter = CmpNLE(Float4(lod), Float4(0.0f)); in computeFilterOffset()
2289 filter = CmpLE(Float4(lod), Float4(0.0f)); in computeFilterOffset()
2295 Short4 SamplerCore::address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte> &mipmap) in address()
2307 Float4 clamp = Min(Max(uw, Float4(0.0f)), Float4(65535.0f / 65536.0f)); in address()
2309 return Short4(Int4(clamp * Float4(1 << 16))); in address()
2313 Int4 convert = Int4(uw * Float4(1 << 16)); in address()
2323 Int4 convert = Int4(Abs(uw * Float4(1 << 16))); in address()
2333 return Short4(Int4(uw * Float4(1 << 16))); in address()
2337 …void SamplerCore::address(Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipmap, F… in address()
2365 Float4 coord = uvw; in address()
2374 coord = Min(Max(coord, Float4(0.5f)), Float4(dim) - Float4(0.5f)); in address()
2387 Float4 one = As<Float4>(Int4(oneBits)); in address()
2388 coord = Min(Max(coord, Float4(0.0f)), one); in address()
2393 Float4 half = As<Float4>(Int4(halfBits)); in address()
2394 Float4 one = As<Float4>(Int4(oneBits)); in address()
2395 Float4 two = As<Float4>(Int4(twoBits)); in address()
2401 Float4 half = As<Float4>(Int4(halfBits)); in address()
2402 Float4 one = As<Float4>(Int4(oneBits)); in address()
2403 Float4 two = As<Float4>(Int4(twoBits)); in address()
2412 coord = coord * Float4(dim); in address()
2425 coord -= As<Float4>(As<Int4>(Float4(0.5f)) & filter); in address()
2429 coord -= Float4(0.5f); in address()
2432 Float4 floor = Floor(coord); in address()
2497 void SamplerCore::convertFixed12(Short4 &cs, Float4 &cf) in convertFixed12()
2499 cs = RoundShort4(cf * Float4(0x1000)); in convertFixed12()
2510 void SamplerCore::convertSigned12(Float4 &cf, Short4 &cs) in convertSigned12()
2512 cf = Float4(cs) * Float4(1.0f / 0x0FFE); in convertSigned12()
2523 void SamplerCore::convertSigned15(Float4 &cf, Short4 &cs) in convertSigned15()
2525 cf = Float4(cs) * Float4(1.0f / 0x7FFF); in convertSigned15()
2528 void SamplerCore::convertUnsigned16(Float4 &cf, Short4 &cs) in convertUnsigned16()
2530 cf = Float4(As<UShort4>(cs)) * Float4(1.0f / 0xFFFF); in convertUnsigned16()