Lines Matching refs:Shader
101 const Shader::Instruction *instruction = shader->getInstruction(i); in program()
102 Shader::Opcode opcode = instruction->opcode; in program()
104 if(opcode == Shader::OPCODE_CALL || opcode == Shader::OPCODE_CALLNZ) in program()
115 const Shader::Instruction *instruction = shader->getInstruction(i); in program()
116 Shader::Opcode opcode = instruction->opcode; in program()
118 …if(opcode == Shader::OPCODE_DCL || opcode == Shader::OPCODE_DEF || opcode == Shader::OPCODE_DEFI |… in program()
132 bool integer = dst.type == Shader::PARAMETER_ADDR; in program()
142 if(src0.type != Shader::PARAMETER_VOID) s0 = fetchRegister(src0); in program()
143 if(src1.type != Shader::PARAMETER_VOID) s1 = fetchRegister(src1); in program()
144 if(src2.type != Shader::PARAMETER_VOID) s2 = fetchRegister(src2); in program()
145 if(src3.type != Shader::PARAMETER_VOID) s3 = fetchRegister(src3); in program()
146 if(src4.type != Shader::PARAMETER_VOID) s4 = fetchRegister(src4); in program()
150 case Shader::OPCODE_VS_1_0: break; in program()
151 case Shader::OPCODE_VS_1_1: break; in program()
152 case Shader::OPCODE_VS_2_0: break; in program()
153 case Shader::OPCODE_VS_2_x: break; in program()
154 case Shader::OPCODE_VS_2_sw: break; in program()
155 case Shader::OPCODE_VS_3_0: break; in program()
156 case Shader::OPCODE_VS_3_sw: break; in program()
157 case Shader::OPCODE_DCL: break; in program()
158 case Shader::OPCODE_DEF: break; in program()
159 case Shader::OPCODE_DEFI: break; in program()
160 case Shader::OPCODE_DEFB: break; in program()
161 case Shader::OPCODE_NOP: break; in program()
162 case Shader::OPCODE_ABS: abs(d, s0); break; in program()
163 case Shader::OPCODE_IABS: iabs(d, s0); break; in program()
164 case Shader::OPCODE_ADD: add(d, s0, s1); break; in program()
165 case Shader::OPCODE_IADD: iadd(d, s0, s1); break; in program()
166 case Shader::OPCODE_CRS: crs(d, s0, s1); break; in program()
167 case Shader::OPCODE_FORWARD1: forward1(d, s0, s1, s2); break; in program()
168 case Shader::OPCODE_FORWARD2: forward2(d, s0, s1, s2); break; in program()
169 case Shader::OPCODE_FORWARD3: forward3(d, s0, s1, s2); break; in program()
170 case Shader::OPCODE_FORWARD4: forward4(d, s0, s1, s2); break; in program()
171 case Shader::OPCODE_REFLECT1: reflect1(d, s0, s1); break; in program()
172 case Shader::OPCODE_REFLECT2: reflect2(d, s0, s1); break; in program()
173 case Shader::OPCODE_REFLECT3: reflect3(d, s0, s1); break; in program()
174 case Shader::OPCODE_REFLECT4: reflect4(d, s0, s1); break; in program()
175 case Shader::OPCODE_REFRACT1: refract1(d, s0, s1, s2.x); break; in program()
176 case Shader::OPCODE_REFRACT2: refract2(d, s0, s1, s2.x); break; in program()
177 case Shader::OPCODE_REFRACT3: refract3(d, s0, s1, s2.x); break; in program()
178 case Shader::OPCODE_REFRACT4: refract4(d, s0, s1, s2.x); break; in program()
179 case Shader::OPCODE_DP1: dp1(d, s0, s1); break; in program()
180 case Shader::OPCODE_DP2: dp2(d, s0, s1); break; in program()
181 case Shader::OPCODE_DP3: dp3(d, s0, s1); break; in program()
182 case Shader::OPCODE_DP4: dp4(d, s0, s1); break; in program()
183 case Shader::OPCODE_DET2: det2(d, s0, s1); break; in program()
184 case Shader::OPCODE_DET3: det3(d, s0, s1, s2); break; in program()
185 case Shader::OPCODE_DET4: det4(d, s0, s1, s2, s3); break; in program()
186 case Shader::OPCODE_ATT: att(d, s0, s1); break; in program()
187 case Shader::OPCODE_EXP2X: exp2x(d, s0, pp); break; in program()
188 case Shader::OPCODE_EXP2: exp2(d, s0, pp); break; in program()
189 case Shader::OPCODE_EXPP: expp(d, s0, shaderModel); break; in program()
190 case Shader::OPCODE_EXP: exp(d, s0, pp); break; in program()
191 case Shader::OPCODE_FRC: frc(d, s0); break; in program()
192 case Shader::OPCODE_TRUNC: trunc(d, s0); break; in program()
193 case Shader::OPCODE_FLOOR: floor(d, s0); break; in program()
194 case Shader::OPCODE_ROUND: round(d, s0); break; in program()
195 case Shader::OPCODE_ROUNDEVEN: roundEven(d, s0); break; in program()
196 case Shader::OPCODE_CEIL: ceil(d, s0); break; in program()
197 case Shader::OPCODE_LIT: lit(d, s0); break; in program()
198 case Shader::OPCODE_LOG2X: log2x(d, s0, pp); break; in program()
199 case Shader::OPCODE_LOG2: log2(d, s0, pp); break; in program()
200 case Shader::OPCODE_LOGP: logp(d, s0, shaderModel); break; in program()
201 case Shader::OPCODE_LOG: log(d, s0, pp); break; in program()
202 case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break; in program()
203 case Shader::OPCODE_STEP: step(d, s0, s1); break; in program()
204 case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break; in program()
205 case Shader::OPCODE_ISINF: isinf(d, s0); break; in program()
206 case Shader::OPCODE_ISNAN: isnan(d, s0); break; in program()
207 case Shader::OPCODE_FLOATBITSTOINT: in program()
208 case Shader::OPCODE_FLOATBITSTOUINT: in program()
209 case Shader::OPCODE_INTBITSTOFLOAT: in program()
210 case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break; in program()
211 case Shader::OPCODE_PACKSNORM2x16: packSnorm2x16(d, s0); break; in program()
212 case Shader::OPCODE_PACKUNORM2x16: packUnorm2x16(d, s0); break; in program()
213 case Shader::OPCODE_PACKHALF2x16: packHalf2x16(d, s0); break; in program()
214 case Shader::OPCODE_UNPACKSNORM2x16: unpackSnorm2x16(d, s0); break; in program()
215 case Shader::OPCODE_UNPACKUNORM2x16: unpackUnorm2x16(d, s0); break; in program()
216 case Shader::OPCODE_UNPACKHALF2x16: unpackHalf2x16(d, s0); break; in program()
217 case Shader::OPCODE_M3X2: M3X2(d, s0, src1); break; in program()
218 case Shader::OPCODE_M3X3: M3X3(d, s0, src1); break; in program()
219 case Shader::OPCODE_M3X4: M3X4(d, s0, src1); break; in program()
220 case Shader::OPCODE_M4X3: M4X3(d, s0, src1); break; in program()
221 case Shader::OPCODE_M4X4: M4X4(d, s0, src1); break; in program()
222 case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break; in program()
223 case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break; in program()
224 case Shader::OPCODE_MAX: max(d, s0, s1); break; in program()
225 case Shader::OPCODE_IMAX: imax(d, s0, s1); break; in program()
226 case Shader::OPCODE_UMAX: umax(d, s0, s1); break; in program()
227 case Shader::OPCODE_MIN: min(d, s0, s1); break; in program()
228 case Shader::OPCODE_IMIN: imin(d, s0, s1); break; in program()
229 case Shader::OPCODE_UMIN: umin(d, s0, s1); break; in program()
230 case Shader::OPCODE_MOV: mov(d, s0, integer); break; in program()
231 case Shader::OPCODE_MOVA: mov(d, s0, true); break; in program()
232 case Shader::OPCODE_NEG: neg(d, s0); break; in program()
233 case Shader::OPCODE_INEG: ineg(d, s0); break; in program()
234 case Shader::OPCODE_F2B: f2b(d, s0); break; in program()
235 case Shader::OPCODE_B2F: b2f(d, s0); break; in program()
236 case Shader::OPCODE_F2I: f2i(d, s0); break; in program()
237 case Shader::OPCODE_I2F: i2f(d, s0); break; in program()
238 case Shader::OPCODE_F2U: f2u(d, s0); break; in program()
239 case Shader::OPCODE_U2F: u2f(d, s0); break; in program()
240 case Shader::OPCODE_I2B: i2b(d, s0); break; in program()
241 case Shader::OPCODE_B2I: b2i(d, s0); break; in program()
242 case Shader::OPCODE_MUL: mul(d, s0, s1); break; in program()
243 case Shader::OPCODE_IMUL: imul(d, s0, s1); break; in program()
244 case Shader::OPCODE_NRM2: nrm2(d, s0, pp); break; in program()
245 case Shader::OPCODE_NRM3: nrm3(d, s0, pp); break; in program()
246 case Shader::OPCODE_NRM4: nrm4(d, s0, pp); break; in program()
247 case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break; in program()
248 case Shader::OPCODE_POW: pow(d, s0, s1, pp); break; in program()
249 case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break; in program()
250 case Shader::OPCODE_DIV: div(d, s0, s1); break; in program()
251 case Shader::OPCODE_IDIV: idiv(d, s0, s1); break; in program()
252 case Shader::OPCODE_UDIV: udiv(d, s0, s1); break; in program()
253 case Shader::OPCODE_MOD: mod(d, s0, s1); break; in program()
254 case Shader::OPCODE_IMOD: imod(d, s0, s1); break; in program()
255 case Shader::OPCODE_UMOD: umod(d, s0, s1); break; in program()
256 case Shader::OPCODE_SHL: shl(d, s0, s1); break; in program()
257 case Shader::OPCODE_ISHR: ishr(d, s0, s1); break; in program()
258 case Shader::OPCODE_USHR: ushr(d, s0, s1); break; in program()
259 case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break; in program()
260 case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break; in program()
261 case Shader::OPCODE_RSQ: rsq(d, s0, pp); break; in program()
262 case Shader::OPCODE_LEN2: len2(d.x, s0, pp); break; in program()
263 case Shader::OPCODE_LEN3: len3(d.x, s0, pp); break; in program()
264 case Shader::OPCODE_LEN4: len4(d.x, s0, pp); break; in program()
265 case Shader::OPCODE_DIST1: dist1(d.x, s0, s1, pp); break; in program()
266 case Shader::OPCODE_DIST2: dist2(d.x, s0, s1, pp); break; in program()
267 case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break; in program()
268 case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break; in program()
269 case Shader::OPCODE_SGE: step(d, s1, s0); break; in program()
270 case Shader::OPCODE_SGN: sgn(d, s0); break; in program()
271 case Shader::OPCODE_ISGN: isgn(d, s0); break; in program()
272 case Shader::OPCODE_SINCOS: sincos(d, s0, pp); break; in program()
273 case Shader::OPCODE_COS: cos(d, s0, pp); break; in program()
274 case Shader::OPCODE_SIN: sin(d, s0, pp); break; in program()
275 case Shader::OPCODE_TAN: tan(d, s0); break; in program()
276 case Shader::OPCODE_ACOS: acos(d, s0); break; in program()
277 case Shader::OPCODE_ASIN: asin(d, s0); break; in program()
278 case Shader::OPCODE_ATAN: atan(d, s0); break; in program()
279 case Shader::OPCODE_ATAN2: atan2(d, s0, s1); break; in program()
280 case Shader::OPCODE_COSH: cosh(d, s0, pp); break; in program()
281 case Shader::OPCODE_SINH: sinh(d, s0, pp); break; in program()
282 case Shader::OPCODE_TANH: tanh(d, s0, pp); break; in program()
283 case Shader::OPCODE_ACOSH: acosh(d, s0, pp); break; in program()
284 case Shader::OPCODE_ASINH: asinh(d, s0, pp); break; in program()
285 case Shader::OPCODE_ATANH: atanh(d, s0, pp); break; in program()
286 case Shader::OPCODE_SLT: slt(d, s0, s1); break; in program()
287 case Shader::OPCODE_SUB: sub(d, s0, s1); break; in program()
288 case Shader::OPCODE_ISUB: isub(d, s0, s1); break; in program()
289 case Shader::OPCODE_BREAK: BREAK(); break; in program()
290 case Shader::OPCODE_BREAKC: BREAKC(s0, s1, control); break; in program()
291 case Shader::OPCODE_BREAKP: BREAKP(src0); break; in program()
292 case Shader::OPCODE_CONTINUE: CONTINUE(); break; in program()
293 case Shader::OPCODE_TEST: TEST(); break; in program()
294 case Shader::OPCODE_SCALAR: SCALAR(); break; in program()
295 case Shader::OPCODE_CALL: CALL(dst.label, dst.callSite); break; in program()
296 case Shader::OPCODE_CALLNZ: CALLNZ(dst.label, dst.callSite, src0); break; in program()
297 case Shader::OPCODE_ELSE: ELSE(); break; in program()
298 case Shader::OPCODE_ENDIF: ENDIF(); break; in program()
299 case Shader::OPCODE_ENDLOOP: ENDLOOP(); break; in program()
300 case Shader::OPCODE_ENDREP: ENDREP(); break; in program()
301 case Shader::OPCODE_ENDWHILE: ENDWHILE(); break; in program()
302 case Shader::OPCODE_ENDSWITCH: ENDSWITCH(); break; in program()
303 case Shader::OPCODE_IF: IF(src0); break; in program()
304 case Shader::OPCODE_IFC: IFC(s0, s1, control); break; in program()
305 case Shader::OPCODE_LABEL: LABEL(dst.index); break; in program()
306 case Shader::OPCODE_LOOP: LOOP(src1); break; in program()
307 case Shader::OPCODE_REP: REP(src0); break; in program()
308 case Shader::OPCODE_WHILE: WHILE(src0); break; in program()
309 case Shader::OPCODE_SWITCH: SWITCH(); break; in program()
310 case Shader::OPCODE_RET: RET(); break; in program()
311 case Shader::OPCODE_LEAVE: LEAVE(); break; in program()
312 case Shader::OPCODE_CMP: cmp(d, s0, s1, control); break; in program()
313 case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break; in program()
314 case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break; in program()
315 case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break; in program()
316 case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break; in program()
317 case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break; in program()
318 case Shader::OPCODE_ALL: all(d.x, s0); break; in program()
319 case Shader::OPCODE_ANY: any(d.x, s0); break; in program()
320 case Shader::OPCODE_NOT: bitwise_not(d, s0); break; in program()
321 case Shader::OPCODE_OR: bitwise_or(d, s0, s1); break; in program()
322 case Shader::OPCODE_XOR: bitwise_xor(d, s0, s1); break; in program()
323 case Shader::OPCODE_AND: bitwise_and(d, s0, s1); break; in program()
324 case Shader::OPCODE_EQ: equal(d, s0, s1); break; in program()
325 case Shader::OPCODE_NE: notEqual(d, s0, s1); break; in program()
326 case Shader::OPCODE_TEXLDL: TEXLOD(d, s0, src1, s0.w); break; in program()
327 case Shader::OPCODE_TEXLOD: TEXLOD(d, s0, src1, s2.x); break; in program()
328 case Shader::OPCODE_TEX: TEX(d, s0, src1); break; in program()
329 case Shader::OPCODE_TEXOFFSET: TEXOFFSET(d, s0, src1, s2); break; in program()
330 case Shader::OPCODE_TEXLODOFFSET: TEXLODOFFSET(d, s0, src1, s2, s3.x); break; in program()
331 case Shader::OPCODE_TEXELFETCH: TEXELFETCH(d, s0, src1, s2.x); break; in program()
332 case Shader::OPCODE_TEXELFETCHOFFSET: TEXELFETCHOFFSET(d, s0, src1, s2, s3.x); break; in program()
333 case Shader::OPCODE_TEXGRAD: TEXGRAD(d, s0, src1, s2, s3); break; in program()
334 case Shader::OPCODE_TEXGRADOFFSET: TEXGRADOFFSET(d, s0, src1, s2, s3, s4); break; in program()
335 case Shader::OPCODE_TEXSIZE: TEXSIZE(d, s0.x, src1); break; in program()
336 case Shader::OPCODE_END: break; in program()
341 …if(dst.type != Shader::PARAMETER_VOID && dst.type != Shader::PARAMETER_LABEL && opcode != Shader::… in program()
362 case Shader::PARAMETER_VOID: break; in program()
363 case Shader::PARAMETER_TEMP: in program()
364 if(dst.rel.type == Shader::PARAMETER_VOID) in program()
390 case Shader::PARAMETER_ADDR: pDst = a0; break; in program()
391 case Shader::PARAMETER_RASTOUT: in program()
410 case Shader::PARAMETER_ATTROUT: in program()
416 case Shader::PARAMETER_TEXCRDOUT: in program()
425 else if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative in program()
451 case Shader::PARAMETER_LABEL: break; in program()
452 case Shader::PARAMETER_PREDICATE: pDst = p0; break; in program()
453 case Shader::PARAMETER_INPUT: break; in program()
503 case Shader::PARAMETER_VOID: in program()
505 case Shader::PARAMETER_TEMP: in program()
506 if(dst.rel.type == Shader::PARAMETER_VOID) in program()
532 case Shader::PARAMETER_ADDR: in program()
538 case Shader::PARAMETER_RASTOUT: in program()
556 case Shader::PARAMETER_ATTROUT: in program()
562 case Shader::PARAMETER_TEXCRDOUT: in program()
571 else if(dst.rel.type == Shader::PARAMETER_VOID) // Not relative in program()
597 case Shader::PARAMETER_LABEL: break; in program()
598 case Shader::PARAMETER_PREDICATE: p0 = d; break; in program()
599 case Shader::PARAMETER_INPUT: break; in program()
624 case Shader::USAGE_PSIZE: in passThrough()
627 case Shader::USAGE_TEXCOORD: in passThrough()
633 case Shader::USAGE_POSITION: in passThrough()
639 case Shader::USAGE_COLOR: in passThrough()
645 case Shader::USAGE_FOG: in passThrough()
687 case Shader::PARAMETER_TEMP: in fetchRegister()
688 if(src.rel.type == Shader::PARAMETER_VOID) in fetchRegister()
701 case Shader::PARAMETER_CONST: in fetchRegister()
704 case Shader::PARAMETER_INPUT: in fetchRegister()
705 if(src.rel.type == Shader::PARAMETER_VOID) in fetchRegister()
718 case Shader::PARAMETER_VOID: return r[0]; // Dummy in fetchRegister()
719 case Shader::PARAMETER_FLOAT4LITERAL: in fetchRegister()
725 case Shader::PARAMETER_ADDR: reg = a0; break; in fetchRegister()
726 case Shader::PARAMETER_CONSTBOOL: return r[0]; // Dummy in fetchRegister()
727 case Shader::PARAMETER_CONSTINT: return r[0]; // Dummy in fetchRegister()
728 case Shader::PARAMETER_LOOP: return r[0]; // Dummy in fetchRegister()
729 case Shader::PARAMETER_PREDICATE: return r[0]; // Dummy in fetchRegister()
730 case Shader::PARAMETER_SAMPLER: in fetchRegister()
731 if(src.rel.type == Shader::PARAMETER_VOID) in fetchRegister()
735 else if(src.rel.type == Shader::PARAMETER_TEMP) in fetchRegister()
740 case Shader::PARAMETER_OUTPUT: in fetchRegister()
741 if(src.rel.type == Shader::PARAMETER_VOID) in fetchRegister()
754 case Shader::PARAMETER_MISCTYPE: in fetchRegister()
755 if(src.index == Shader::InstanceIDIndex) in fetchRegister()
759 else if(src.index == Shader::VertexIDIndex) in fetchRegister()
778 case Shader::MODIFIER_NONE: in fetchRegister()
784 case Shader::MODIFIER_NEGATE: in fetchRegister()
790 case Shader::MODIFIER_ABS: in fetchRegister()
796 case Shader::MODIFIER_ABS_NEGATE: in fetchRegister()
802 case Shader::MODIFIER_NOT: in fetchRegister()
837 if(src.rel.type == Shader::PARAMETER_VOID) // Not relative in readConstant()
850 const Shader::Instruction &instruction = *shader->getInstruction(j); in readConstant()
852 if(instruction.opcode == Shader::OPCODE_DEF) in readConstant()
867 else if(!src.rel.dynamic || src.rel.type == Shader::PARAMETER_LOOP) in readConstant()
885 case Shader::PARAMETER_ADDR: a = a0[component]; break; in readConstant()
886 case Shader::PARAMETER_TEMP: a = r[src.rel.index][component]; break; in readConstant()
887 case Shader::PARAMETER_INPUT: a = v[src.rel.index][component]; break; in readConstant()
888 case Shader::PARAMETER_OUTPUT: a = o[src.rel.index][component]; break; in readConstant()
889 …case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index… in readConstant()
890 case Shader::PARAMETER_MISCTYPE: in readConstant()
893 case Shader::InstanceIDIndex: a = As<Float4>(Int4(instanceID)); break; in readConstant()
894 case Shader::VertexIDIndex: a = As<Float4>(vertexID); break; in readConstant()
921 Int VertexProgram::relativeAddress(const Shader::Relative &rel, int bufferIndex) in relativeAddress()
925 if(rel.type == Shader::PARAMETER_TEMP) in relativeAddress()
929 else if(rel.type == Shader::PARAMETER_INPUT) in relativeAddress()
933 else if(rel.type == Shader::PARAMETER_OUTPUT) in relativeAddress()
937 else if(rel.type == Shader::PARAMETER_CONST) in relativeAddress()
941 else if(rel.type == Shader::PARAMETER_LOOP) in relativeAddress()
950 Int4 VertexProgram::dynamicAddress(const Shader::Relative &rel) in dynamicAddress()
957 case Shader::PARAMETER_ADDR: a = a0[component]; break; in dynamicAddress()
958 case Shader::PARAMETER_TEMP: a = r[rel.index][component]; break; in dynamicAddress()
959 case Shader::PARAMETER_INPUT: a = v[rel.index][component]; break; in dynamicAddress()
960 case Shader::PARAMETER_OUTPUT: a = o[rel.index][component]; break; in dynamicAddress()
961 case Shader::PARAMETER_MISCTYPE: in dynamicAddress()
964 case Shader::InstanceIDIndex: a = As<Float>(instanceID); break; in dynamicAddress()
965 case Shader::VertexIDIndex: a = As<Float4>(vertexID); break; in dynamicAddress()
975 Int4 VertexProgram::enableMask(const Shader::Instruction *instruction) in enableMask()
1070 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break; in BREAKC()
1071 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break; in BREAKC()
1072 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break; in BREAKC()
1073 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break; in BREAKC()
1074 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break; in BREAKC()
1075 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break; in BREAKC()
1087 if(predicateRegister.modifier == Shader::MODIFIER_NOT) in BREAKP()
1140 if(src.type == Shader::PARAMETER_CONSTBOOL) in CALLNZ()
1144 else if(src.type == Shader::PARAMETER_PREDICATE) in CALLNZ()
1155 if(boolRegister.modifier == Shader::MODIFIER_NOT) in CALLNZb()
1182 if(predicateRegister.modifier == Shader::MODIFIER_NOT) in CALLNZp()
1309 if(src.type == Shader::PARAMETER_CONSTBOOL) in IF()
1313 else if(src.type == Shader::PARAMETER_PREDICATE) in IF()
1330 if(boolRegister.modifier == Shader::MODIFIER_NOT) in IFb()
1350 if(predicateRegister.modifier == Shader::MODIFIER_NOT) in IFp()
1364 case Shader::CONTROL_GT: condition = CmpNLE(src0.x, src1.x); break; in IFC()
1365 case Shader::CONTROL_EQ: condition = CmpEQ(src0.x, src1.x); break; in IFC()
1366 case Shader::CONTROL_GE: condition = CmpNLT(src0.x, src1.x); break; in IFC()
1367 case Shader::CONTROL_LT: condition = CmpLT(src0.x, src1.x); break; in IFC()
1368 case Shader::CONTROL_NE: condition = CmpNEQ(src0.x, src1.x); break; in IFC()
1369 case Shader::CONTROL_LE: condition = CmpLE(src0.x, src1.x); break; in IFC()
1611 …bool uniformSampler = (src1.type == Shader::PARAMETER_SAMPLER && src1.rel.type == Shader::PARAMETE… in TEXSIZE()
1622 if(s.type == Shader::PARAMETER_SAMPLER && s.rel.type == Shader::PARAMETER_VOID) in sampleTexture()