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Searched refs:AddSat (Results 1 – 9 of 9) sorted by relevance

/external/swiftshader/src/Shader/
DPixelPipeline.cpp217 …if(dst.mask & 0x1) { d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shif… in applyShader()
218 …if(dst.mask & 0x2) { d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shif… in applyShader()
219 …if(dst.mask & 0x4) { d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shif… in applyShader()
220 …if(dst.mask & 0x8) { d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shif… in applyShader()
617 res.x = AddSat(arg1->x, arg2->x); in blendTexture()
618 res.y = AddSat(arg1->y, arg2->y); in blendTexture()
619 res.z = AddSat(arg1->z, arg2->z); in blendTexture()
622 res.x = AddSat(arg1->x, arg2->x); in blendTexture()
623 res.y = AddSat(arg1->y, arg2->y); in blendTexture()
624 res.z = AddSat(arg1->z, arg2->z); in blendTexture()
[all …]
DSamplerCore.cpp558 case +1: return AddSat(As<UShort4>(uvw), As<UShort4>(offset)); in offsetSample()
559 case 2: return AddSat(AddSat(As<UShort4>(uvw), As<UShort4>(offset)), As<UShort4>(offset)); in offsetSample()
718 if(hasUnsignedTextureComponent(0)) c.x = cSum.x; else c.x = AddSat(cSum.x, cSum.x); in sampleAniso()
719 if(hasUnsignedTextureComponent(1)) c.y = cSum.y; else c.y = AddSat(cSum.y, cSum.y); in sampleAniso()
720 if(hasUnsignedTextureComponent(2)) c.z = cSum.z; else c.z = AddSat(cSum.z, cSum.z); in sampleAniso()
721 if(hasUnsignedTextureComponent(3)) c.w = cSum.w; else c.w = AddSat(cSum.w, cSum.w); in sampleAniso()
828 if(!hasUnsignedTextureComponent(0)) c.x = AddSat(c.x, c.x); // Correct for signed fractions in sampleQuad2D()
858 if(!hasUnsignedTextureComponent(1)) c.y = AddSat(c.y, c.y); // Correct for signed fractions in sampleQuad2D()
888 if(!hasUnsignedTextureComponent(2)) c.z = AddSat(c.z, c.z); // Correct for signed fractions in sampleQuad2D()
918 if(!hasUnsignedTextureComponent(3)) c.w = AddSat(c.w, c.w); // Correct for signed fractions in sampleQuad2D()
[all …]
DPixelRoutine.cpp843 output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1)); in stencilOperation()
1205 current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x)); in alphaBlend()
1206 current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y)); in alphaBlend()
1207 current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z)); in alphaBlend()
1262 current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w)); in alphaBlend()
1397 current.x = AddSat(As<UShort4>(current.x), UShort4(0x0400)); in writeColor()
1398 current.y = AddSat(As<UShort4>(current.y), UShort4(0x0200)); in writeColor()
1399 current.z = AddSat(As<UShort4>(current.z), UShort4(0x0400)); in writeColor()
/external/swiftshader/src/Reactor/
DReactorUnitTests.cpp705 AddSat(Byte8(1, 2, 3, 4, 5, 6, 7, 8), in TEST()
708 AddSat(Byte8(0xFE, 0xFE, 0xFE, 0xFE, 0xFE, 0xFE, 0xFE, 0xFE), in TEST()
715 AddSat(SByte8(1, 2, 3, 4, 5, 6, 7, 8), in TEST()
718 AddSat(SByte8(0x7E, 0x7E, 0x7E, 0x7E, 0x7E, 0x7E, 0x7E, 0x7E), in TEST()
721 AddSat(SByte8(0x81, 0x82, 0x83, 0x84, 0x85, 0x86, 0x87, 0x88), in TEST()
728 AddSat(Short4(1, 2, 3, 4), Short4(3, 2, 1, 0)); in TEST()
730 AddSat(Short4(0x7FFE, 0x7FFE, 0x7FFE, 0x7FFE), in TEST()
733 AddSat(Short4(0x8001, 0x8002, 0x8003, 0x8004), in TEST()
740 AddSat(UShort4(1, 2, 3, 4), UShort4(3, 2, 1, 0)); in TEST()
742 AddSat(UShort4(0xFFFE, 0xFFFE, 0xFFFE, 0xFFFE), in TEST()
DReactor.hpp566 RValue<Byte8> AddSat(RValue<Byte8> x, RValue<Byte8> y);
620 RValue<SByte8> AddSat(RValue<SByte8> x, RValue<SByte8> y);
797 RValue<Short4> AddSat(RValue<Short4> x, RValue<Short4> y);
867 RValue<UShort4> AddSat(RValue<UShort4> x, RValue<UShort4> y);
DSubzeroReactor.cpp2743 RValue<Byte8> AddSat(RValue<Byte8> x, RValue<Byte8> y) in AddSat() function
3070 RValue<SByte8> AddSat(RValue<SByte8> x, RValue<SByte8> y) in AddSat() function
3547 RValue<Short4> AddSat(RValue<Short4> x, RValue<Short4> y) in AddSat() function
4012 RValue<UShort4> AddSat(RValue<UShort4> x, RValue<UShort4> y) in AddSat() function
DLLVMReactor.cpp2871 RValue<Byte8> AddSat(RValue<Byte8> x, RValue<Byte8> y) in AddSat() function
3108 RValue<SByte8> AddSat(RValue<SByte8> x, RValue<SByte8> y) in AddSat() function
3518 RValue<Short4> AddSat(RValue<Short4> x, RValue<Short4> y) in AddSat() function
3834 RValue<UShort4> AddSat(RValue<UShort4> x, RValue<UShort4> y) in AddSat() function
/external/swiftshader/src/Pipeline/
DSamplerCore.cpp467 case +1: return AddSat(As<UShort4>(uvw), As<UShort4>(offset)); in offsetSample()
468 case 2: return AddSat(AddSat(As<UShort4>(uvw), As<UShort4>(offset)), As<UShort4>(offset)); in offsetSample()
627 if(hasUnsignedTextureComponent(0)) c.x = cSum.x; else c.x = AddSat(cSum.x, cSum.x); in sampleAniso()
628 if(hasUnsignedTextureComponent(1)) c.y = cSum.y; else c.y = AddSat(cSum.y, cSum.y); in sampleAniso()
629 if(hasUnsignedTextureComponent(2)) c.z = cSum.z; else c.z = AddSat(cSum.z, cSum.z); in sampleAniso()
630 if(hasUnsignedTextureComponent(3)) c.w = cSum.w; else c.w = AddSat(cSum.w, cSum.w); in sampleAniso()
737 if(!hasUnsignedTextureComponent(0)) c.x = AddSat(c.x, c.x); // Correct for signed fractions in sampleQuad2D()
767 if(!hasUnsignedTextureComponent(1)) c.y = AddSat(c.y, c.y); // Correct for signed fractions in sampleQuad2D()
797 if(!hasUnsignedTextureComponent(2)) c.z = AddSat(c.z, c.z); // Correct for signed fractions in sampleQuad2D()
827 if(!hasUnsignedTextureComponent(3)) c.w = AddSat(c.w, c.w); // Correct for signed fractions in sampleQuad2D()
[all …]
DPixelRoutine.cpp770 output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1)); in stencilOperation()
1070 current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x)); in alphaBlend()
1071 current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y)); in alphaBlend()
1072 current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z)); in alphaBlend()
1127 current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w)); in alphaBlend()
1262 current.x = AddSat(As<UShort4>(current.x), UShort4(0x0400)); in writeColor()
1263 current.y = AddSat(As<UShort4>(current.y), UShort4(0x0200)); in writeColor()
1264 current.z = AddSat(As<UShort4>(current.z), UShort4(0x0400)); in writeColor()