Searched refs:RoundInt (Results 1 – 13 of 13) sorted by relevance
/external/swiftshader/src/Device/ |
D | Blitter.cpp | 431 *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 …]
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/external/swiftshader/src/Renderer/ |
D | Blitter.cpp | 433 *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 …]
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/external/swiftshader/src/Shader/ |
D | SetupRoutine.cpp | 158 …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()
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D | VertexRoutine.cpp | 728 …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()
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D | ShaderCore.cpp | 127 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()
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D | SamplerCore.cpp | 677 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()
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/external/swiftshader/src/Pipeline/ |
D | SetupRoutine.cpp | 156 …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()
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D | VertexRoutine.cpp | 696 …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()
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D | SamplerCore.cpp | 586 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()
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D | ShaderCore.cpp | 127 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()
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/external/swiftshader/src/Reactor/ |
D | Reactor.hpp | 1057 RValue<Int> RoundInt(RValue<Float> cast); 1844 RValue<Int4> RoundInt(RValue<Float4> cast);
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D | SubzeroReactor.cpp | 3512 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()
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D | LLVMReactor.cpp | 3496 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()
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