/external/swiftshader/src/Pipeline/ |
D | SamplerCore.hpp | 53 …Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 … 54 …Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 … 55 static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod); 58 …Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 … 60 void border(Short4 &mask, Float4 &coordinates); 61 void border(Int4 &mask, Float4 &coordinates); 63 …Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anis… 64 …Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anis… 65 …Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Flo… 66 …Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, F… [all …]
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D | ShaderCore.cpp | 78 this->x = Float4(x); in Vector4f() 79 this->y = Float4(y); in Vector4f() 80 this->z = Float4(z); in Vector4f() 81 this->w = Float4(w); in Vector4f() 102 Float4 &Vector4f::operator[](int i) in operator []() 115 Float4 exponential2(RValue<Float4> x, bool pp) in exponential2() 123 Float4 x0 = x; in exponential2() 124 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2() 125 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f in exponential2() 127 Int4 i = RoundInt(x0 - Float4(0.5f)); in exponential2() [all …]
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D | ShaderCore.hpp | 49 Float4 &operator[](int i); 52 Float4 x; 53 Float4 y; 54 Float4 z; 55 Float4 w; 58 Float4 exponential2(RValue<Float4> x, bool pp = false); 59 Float4 logarithm2(RValue<Float4> x, bool abs, bool pp = false); 60 Float4 exponential(RValue<Float4> x, bool pp = false); 61 Float4 logarithm(RValue<Float4> x, bool abs, bool pp = false); 62 Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp = false); [all …]
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D | VertexRoutine.cpp | 118 Int4 minZ = CmpNLE(Float4(0.0f), o[pos].z); in computeClipFlags() 127 Int4 finiteX = CmpLE(Abs(o[pos].x), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 128 Int4 finiteY = CmpLE(Abs(o[pos].y), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 129 Int4 finiteZ = CmpLE(Abs(o[pos].z), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 167 v.x = *Pointer<Float4>(source0); in readStream() 168 v.y = *Pointer<Float4>(source1); in readStream() 169 v.z = *Pointer<Float4>(source2); in readStream() 170 v.w = *Pointer<Float4>(source3); in readStream() 178 if(stream.count >= 1) v.x = As<Float4>(Int4(v.x)); in readStream() 179 if(stream.count >= 2) v.x = As<Float4>(Int4(v.y)); in readStream() [all …]
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D | SamplerCore.cpp | 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() [all …]
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D | PixelRoutine.hpp | 33 Float4 z[4]; // Multisampled z 34 Float4 w; // Used as is 35 Float4 rhw; // Reciprocal w 40 Float4 oDepth; 45 virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0; 48 …virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMas… 53 void alphaToCoverage(Int cMask[4], Float4 &alpha); 63 UShort4 convertFixed16(Float4 &cf, bool saturate = true); 67 …Float4 interpolateCentroid(Float4 &x, Float4 &y, Float4 &rhw, Pointer<Byte> planeEquation, bool fl… 72 …Bool depthTest(Pointer<Byte> &zBuffer, int q, Int &x, Float4 &z, Int &sMask, Int &zMask, Int &cMas… [all …]
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D | SetupRoutine.cpp | 150 Pointer<Float4> p = *Pointer<Pointer<Float4> >(V + i * sizeof(void*)); in generate() 151 Float4 v = *Pointer<Float4>(p, 16); in generate() 309 Float4 w012; in generate() 349 Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx); in generate() 350 Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy); in generate() 352 *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16) = xQuad; in generate() 353 *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16) = yQuad; in generate() 355 Float4 M[3]; in generate() 357 M[0] = Float4(0, 0, 0, 0); in generate() 358 M[1] = Float4(0, 0, 0, 0); in generate() [all …]
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D | PixelRoutine.cpp | 39 v[i].x = Float4(0.0f); in PixelRoutine() 40 v[i].y = Float4(0.0f); in PixelRoutine() 41 v[i].z = Float4(0.0f); in PixelRoutine() 42 v[i].w = Float4(0.0f); in PixelRoutine() 73 Float4 f; in quad() 74 Float4 rhwCentroid; in quad() 76 Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16); in quad() 82 Float4 x = xxxx; in quad() 86 x -= *Pointer<Float4>(constants + OFFSET(Constants,X) + q * sizeof(float4)); in quad() 109 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16); in quad() [all …]
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/external/swiftshader/src/Shader/ |
D | SamplerCore.hpp | 53 …Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 … 54 …Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 … 55 static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod); 58 …Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 … 60 void border(Short4 &mask, Float4 &coordinates); 61 void border(Int4 &mask, Float4 &coordinates); 63 …Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anis… 64 …Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anis… 65 …Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Flo… 66 …Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, F… [all …]
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D | ShaderCore.cpp | 78 this->x = Float4(x); in Vector4f() 79 this->y = Float4(y); in Vector4f() 80 this->z = Float4(z); in Vector4f() 81 this->w = Float4(w); in Vector4f() 102 Float4 &Vector4f::operator[](int i) in operator []() 115 Float4 exponential2(RValue<Float4> x, bool pp) in exponential2() 123 Float4 x0 = x; in exponential2() 124 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2() 125 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f in exponential2() 127 Int4 i = RoundInt(x0 - Float4(0.5f)); in exponential2() [all …]
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D | PixelPipeline.hpp | 30 virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w); 33 …virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMas… 45 Float4 du; 46 Float4 dv; 50 Float4 u_; // FIXME 51 Float4 v_; // FIXME 52 Float4 w_; // FIXME 53 Float4 U; // FIXME 54 Float4 V; // FIXME 55 Float4 W; // FIXME [all …]
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D | ShaderCore.hpp | 49 Float4 &operator[](int i); 52 Float4 x; 53 Float4 y; 54 Float4 z; 55 Float4 w; 58 Float4 exponential2(RValue<Float4> x, bool pp = false); 59 Float4 logarithm2(RValue<Float4> x, bool abs, bool pp = false); 60 Float4 exponential(RValue<Float4> x, bool pp = false); 61 Float4 logarithm(RValue<Float4> x, bool abs, bool pp = false); 62 Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp = false); [all …]
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D | VertexRoutine.cpp | 118 …Int4 minZ = symmetricNormalizedDepth ? CmpNLE(-o[pos].w, o[pos].z) : CmpNLE(Float4(0.0f), o[pos].z… in computeClipFlags() 127 Int4 finiteX = CmpLE(Abs(o[pos].x), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 128 Int4 finiteY = CmpLE(Abs(o[pos].y), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 129 Int4 finiteZ = CmpLE(Abs(o[pos].z), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 172 v.x = *Pointer<Float4>(source0); in readStream() 173 v.y = *Pointer<Float4>(source1); in readStream() 174 v.z = *Pointer<Float4>(source2); in readStream() 175 v.w = *Pointer<Float4>(source3); in readStream() 183 if(stream.count >= 1) v.x = As<Float4>(Int4(v.x)); in readStream() 184 if(stream.count >= 2) v.x = As<Float4>(Int4(v.y)); in readStream() [all …]
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D | VertexPipeline.cpp | 59 Float4 B = v[BlendIndices].x; in transformBlend() 87 Float4 weight0; in transformBlend() 88 Float4 weight1; in transformBlend() 89 Float4 weight2; in transformBlend() 90 Float4 weight3; in transformBlend() 107 weight1 = Float4(1.0f) - weight0; in transformBlend() 122 weight2 = Float4(1.0f) - (weight0 + weight1); in transformBlend() 139 weight3 = Float4(1.0f) - (weight0 + weight1 + weight2); in transformBlend() 206 o[C0].x = Float4(1.0f); in pipeline() 207 o[C0].y = Float4(1.0f); in pipeline() [all …]
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D | SamplerCore.cpp | 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() [all …]
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D | PixelRoutine.hpp | 33 Float4 z[4]; // Multisampled z 34 Float4 w; // Used as is 35 Float4 rhw; // Reciprocal w 40 Float4 oDepth; 45 virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0; 48 …virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMas… 53 void alphaToCoverage(Int cMask[4], Float4 &alpha); 54 void fogBlend(Vector4f &c0, Float4 &fog); 55 void pixelFog(Float4 &visibility); 65 UShort4 convertFixed16(Float4 &cf, bool saturate = true); [all …]
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D | PixelPipeline.cpp | 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() [all …]
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D | SetupRoutine.cpp | 152 Pointer<Float4> p = *Pointer<Pointer<Float4> >(V + i * sizeof(void*)); in generate() 153 Float4 v = *Pointer<Float4>(p, 16); in generate() 311 Float4 w012; in generate() 351 Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx); in generate() 352 Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy); in generate() 354 *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16) = xQuad; in generate() 355 *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16) = yQuad; in generate() 357 Float4 M[3]; in generate() 359 M[0] = Float4(0, 0, 0, 0); in generate() 360 M[1] = Float4(0, 0, 0, 0); in generate() [all …]
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D | PixelRoutine.cpp | 39 v[i].x = Float4(0.0f); in PixelRoutine() 40 v[i].y = Float4(0.0f); in PixelRoutine() 41 v[i].z = Float4(0.0f); in PixelRoutine() 42 v[i].w = Float4(0.0f); in PixelRoutine() 73 Float4 f; in quad() 74 Float4 rhwCentroid; in quad() 76 Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16); in quad() 82 Float4 x = xxxx; in quad() 86 x -= *Pointer<Float4>(constants + OFFSET(Constants,X) + q * sizeof(float4)); in quad() 109 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16); in quad() [all …]
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/external/swiftshader/src/Device/ |
D | QuadRasterizer.cpp | 145 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16); in rasterize() 151 Float4 y = yyyy; in rasterize() 155 y -= *Pointer<Float4>(constants + OFFSET(Constants,Y) + q * sizeof(float4)); in rasterize() 158 …Dz[q] = *Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) + y * *Pointer<Float4>(primitive +… in rasterize() 166 Float4 xxxx = Float4(Float(x0)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16); in rasterize() 183 …Float4 z = interpolate(xxxx, Dz[0], z, primitive + OFFSET(Primitive,z), false, false, state.depthC… in rasterize() 185 Float4 zValue; in rasterize() 190 zValue.xy = *Pointer<Float4>(buffer); in rasterize() 191 zValue.zw = *Pointer<Float4>(buffer + pitch - 8); in rasterize() 195 zValue = *Pointer<Float4>(buffer, 16); in rasterize() [all …]
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D | QuadRasterizer.hpp | 36 Float4 Dz[4]; 37 Float4 Dw; 38 Float4 Dv[MAX_FRAGMENT_INPUTS][4]; 39 Float4 Df; 51 …Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool…
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/external/swiftshader/src/Renderer/ |
D | QuadRasterizer.cpp | 145 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16); in rasterize() 151 Float4 y = yyyy; in rasterize() 155 y -= *Pointer<Float4>(constants + OFFSET(Constants,Y) + q * sizeof(float4)); in rasterize() 158 …Dz[q] = *Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) + y * *Pointer<Float4>(primitive +… in rasterize() 166 Float4 xxxx = Float4(Float(x0)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16); in rasterize() 183 …Float4 z = interpolate(xxxx, Dz[0], z, primitive + OFFSET(Primitive,z), false, false, state.depthC… in rasterize() 185 Float4 zValue; in rasterize() 190 zValue.xy = *Pointer<Float4>(buffer); in rasterize() 191 zValue.zw = *Pointer<Float4>(buffer + pitch - 8); in rasterize() 195 zValue = *Pointer<Float4>(buffer, 16); in rasterize() [all …]
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D | QuadRasterizer.hpp | 36 Float4 Dz[4]; 37 Float4 Dw; 38 Float4 Dv[MAX_FRAGMENT_INPUTS][4]; 39 Float4 Df; 51 …Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool…
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/external/swiftshader/src/Reactor/ |
D | x86.hpp | 25 RValue<Int4> cvtps2dq(RValue<Float4> val); 31 RValue<Float4> rcpps(RValue<Float4> val); 32 RValue<Float4> sqrtps(RValue<Float4> val); 33 RValue<Float4> rsqrtps(RValue<Float4> val); 34 RValue<Float4> maxps(RValue<Float4> x, RValue<Float4> y); 35 RValue<Float4> minps(RValue<Float4> x, RValue<Float4> y); 41 RValue<Float4> roundps(RValue<Float4> val, unsigned char imm); 42 RValue<Float4> floorps(RValue<Float4> val); 43 RValue<Float4> ceilps(RValue<Float4> val); 99 RValue<Int> movmskps(RValue<Float4> x);
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D | Reactor.hpp | 55 class Float4; 738 explicit Short4(RValue<Float4> cast); 794 RValue<Short4> RoundShort4(RValue<Float4> cast); 815 explicit UShort4(RValue<Float4> cast, bool saturate = false); 1352 struct Scalar<Float4> 1381 Float4 *parent; 1387 friend class Float4; 1395 Float4 *parent; 1760 explicit Int4(RValue<Float4> cast); 1844 RValue<Int4> RoundInt(RValue<Float4> cast); [all …]
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