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Searched refs:RoundInt (Results 1 – 13 of 13) sorted by relevance

/external/swiftshader/src/Device/
DBlitter.cpp431 *Pointer<Byte>(element) = (Byte(RoundInt(Float(c.y))) & Byte(0xF)) | in write()
437 (Byte(RoundInt(Float(c.x))) << Byte(4)); in write()
441 *Pointer<Byte>(element) = (Byte(RoundInt(Float(c.y))) & Byte(0xF)) | in write()
442 (Byte(RoundInt(Float(c.x))) << Byte(4)); in write()
449 …*Pointer<UShort>(element) = (writeR ? ((UShort(RoundInt(Float(c.x))) & UShort(0xF)) << UShort(12))… in write()
451 … (writeG ? ((UShort(RoundInt(Float(c.y))) & UShort(0xF)) << UShort(8)) : in write()
453 … (writeB ? ((UShort(RoundInt(Float(c.z))) & UShort(0xF)) << UShort(4)) : in write()
455 (writeA ? (UShort(RoundInt(Float(c.w))) & UShort(0xF)) : in write()
462 *Pointer<UShort>(element) = UShort(RoundInt(Float(c.w)) & Int(0xF)) | in write()
463 UShort((RoundInt(Float(c.x)) & Int(0xF)) << 4) | in write()
[all …]
/external/swiftshader/src/Renderer/
DBlitter.cpp433 *Pointer<Byte>(element) = Byte(RoundInt(Float(c.x))); in write()
436 if(writeA) { *Pointer<Byte>(element) = Byte(RoundInt(Float(c.w))); } in write()
446 if(writeB) { *Pointer<Byte>(element + 0) = Byte(RoundInt(Float(c.z))); } in write()
447 if(writeG) { *Pointer<Byte>(element + 1) = Byte(RoundInt(Float(c.y))); } in write()
448 if(writeR) { *Pointer<Byte>(element + 2) = Byte(RoundInt(Float(c.x))); } in write()
449 if(writeA) { *Pointer<Byte>(element + 3) = Byte(RoundInt(Float(c.w))); } in write()
461 if(writeR) { *Pointer<Byte>(element + 0) = Byte(RoundInt(Float(c.x))); } in write()
462 if(writeG) { *Pointer<Byte>(element + 1) = Byte(RoundInt(Float(c.y))); } in write()
463 if(writeB) { *Pointer<Byte>(element + 2) = Byte(RoundInt(Float(c.z))); } in write()
464 if(writeA) { *Pointer<Byte>(element + 3) = Byte(RoundInt(Float(c.w))); } in write()
[all …]
/external/swiftshader/src/Shader/
DSetupRoutine.cpp158 …X[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float>(data … in generate()
159 …Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float>(data … in generate()
DVertexRoutine.cpp728 …v.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<F… in writeCache()
729 …v.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<F… in writeCache()
DShaderCore.cpp127 Int4 i = RoundInt(x0 - Float4(0.5f)); in exponential2()
661 dst.x = As<Float4>(RoundInt(src.x)); in mov()
662 dst.y = As<Float4>(RoundInt(src.y)); in mov()
663 dst.z = As<Float4>(RoundInt(src.z)); in mov()
664 dst.w = As<Float4>(RoundInt(src.w)); in mov()
DSamplerCore.cpp677 Int a = RoundInt(anisotropy); in sampleAniso()
1149 Int a = RoundInt(anisotropy); in sampleFloatAniso()
2246 ilod = RoundInt(lod); in selectMipmap()
2303 …return Min(Max(Short4(RoundInt(uw)), Short4(0)), *Pointer<Short4>(mipmap + OFFSET(Mipmap, depth)) … in address()
2353 xyz0 = Min(Max(RoundInt(uvw), Int4(0)), maxXYZ); in address()
/external/swiftshader/src/Pipeline/
DSetupRoutine.cpp156 …X[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<Float>(data … in generate()
157 …Y[i] = RoundInt(*Pointer<Float>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<Float>(data … in generate()
DVertexRoutine.cpp696 …v.x = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,X0x16)) + v.x * rhw * *Pointer<F… in writeCache()
697 …v.y = As<Float4>(RoundInt(*Pointer<Float4>(data + OFFSET(DrawData,Y0x16)) + v.y * rhw * *Pointer<F… in writeCache()
DSamplerCore.cpp586 Int a = RoundInt(anisotropy); in sampleAniso()
1058 Int a = RoundInt(anisotropy); in sampleFloatAniso()
2104 ilod = RoundInt(lod); in selectMipmap()
2161 …return Min(Max(Short4(RoundInt(uw)), Short4(0)), *Pointer<Short4>(mipmap + OFFSET(Mipmap, depth)) … in address()
2211 xyz0 = Min(Max(RoundInt(uvw), Int4(0)), maxXYZ); in address()
DShaderCore.cpp127 Int4 i = RoundInt(x0 - Float4(0.5f)); in exponential2()
661 dst.x = As<Float4>(RoundInt(src.x)); in mov()
662 dst.y = As<Float4>(RoundInt(src.y)); in mov()
663 dst.z = As<Float4>(RoundInt(src.z)); in mov()
664 dst.w = As<Float4>(RoundInt(src.w)); in mov()
/external/swiftshader/src/Reactor/
DReactor.hpp1057 RValue<Int> RoundInt(RValue<Float> cast);
1844 RValue<Int4> RoundInt(RValue<Float4> cast);
DSubzeroReactor.cpp3512 RValue<Int4> int4 = RoundInt(cast); in RoundShort4()
4698 RValue<Int> RoundInt(RValue<Float> cast) in RoundInt() function
5941 RValue<Int4> RoundInt(RValue<Float4> cast) in RoundInt() function
7083 return Float4(RoundInt(x)); in Round()
DLLVMReactor.cpp3496 RValue<Int4> int4 = RoundInt(cast); in RoundShort4()
4441 RValue<Int> RoundInt(RValue<Float> cast) in RoundInt() function
5688 RValue<Int4> RoundInt(RValue<Float4> cast) in RoundInt() function
6798 return Float4(RoundInt(x)); in Round()