/external/skia/tests/ |
D | SkVxTest.cpp | 12 using float4 = skvx::Vec<4,float>; typedef 34 float4 Sqrt(float4 x) { return sqrt(x); } in Sqrt() 37 float4 RSqrt(float4 x) { return rsqrt(x); } in RSqrt() 38 float4 Rcp(float4 x) { return rcp(x); } in Rcp() 39 float4 Ceil(float4 x) { return ceil(x); } in Ceil() 40 float4 Floor(float4 x) { return floor(x); } in Floor() 41 float4 Trunc(float4 x) { return trunc(x); } in Trunc() 42 float4 Round(float4 x) { return round(x); } in Round() 43 float4 Abs(float4 x) { return abs(x); } in Abs() 45 float4 Min(float4 x, float4 y) { return min(x,y); } in Min() [all …]
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/external/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ |
D | MultiplyAlpha.hlsl | 7 Texture2D<float4> TextureF : register(t0); 9 Texture3D<float4> TextureF_3D : register(t0); 10 Texture2DArray<float4> TextureF_2DArray : register(t0); 19 float4 PS_FtoF_PM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 21 float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; 26 float4 PS_FtoF_UM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S… 28 float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; 38 float4 PS_FtoF_PM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… 40 float4 color = TextureF.Sample(Sampler, inTexCoord).rgba; 45 float4 PS_FtoF_UM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0… [all …]
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D | Passthrough2D11.hlsl | 1 Texture2D<float4> TextureF : register(t0); 2 Texture2DMS<float4> TextureF_MS: register(t0); 9 out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0) 11 outPosition = float4(inPosition, 0.0f, 1.0f); 15 float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :… 20 float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :… 25 float4 PS_PassthroughA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV… 27 return float4(0.0f, 0.0f, 0.0f, TextureF.Sample(Sampler, inTexCoord).a); 30 float4 PS_PassthroughRGBA2DMS(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCORD0, … 35 uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) … [all …]
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D | Clear11.hlsl | 27 out float4 outPosition : SV_POSITION) 30 outPosition = float4(corner.x, corner.y, 0.0f, 1.0f); 35 out float4 outPosition : SV_POSITION, 39 outPosition = float4(corner.x, corner.y, 0.0f, 1.0f); 43 void VS_Clear_FL9( in float4 inPosition : POSITION, 44 out float4 outPosition : SV_POSITION) 52 float4 inPosition : SV_Position; 58 float4 outPosition : SV_Position; 78 float4 color_Float : packoffset(c0); 102 float4 color0 : SV_TARGET0; [all …]
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D | Passthrough2DArray11.hlsl | 7 Texture2DArray<float4> TextureF : register(t0); 13 float4 PS_PassthroughRGBA2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTAR… 18 uint4 PS_PassthroughRGBA2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTA… 28 int4 PS_PassthroughRGBA2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG… 38 float4 PS_PassthroughRGB2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG… 40 return float4(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rgb, 1.0f); 43 uint4 PS_PassthroughRGB2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTAR… 53 int4 PS_PassthroughRGB2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGE… 63 float4 PS_PassthroughRG2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGE… 65 return float4(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rg, 0.0f, 1.0f); [all …]
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D | Passthrough3D11.hlsl | 7 Texture3D<float4> TextureF : register(t0); 22 float4 Position : SV_POSITION; 29 float4 Position : SV_POSITION; 38 output.Position = float4(input.Position, 0.0f, 1.0f); 60 float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0 81 float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0 83 return float4(TextureF.Sample(Sampler, input.TexCoord).rgb, 1.0f); 102 float4 PS_PassthroughRG3D(GS_OUTPUT input) : SV_TARGET0 104 return float4(TextureF.Sample(Sampler, input.TexCoord).rg, 0.0f, 1.0f); 123 float4 PS_PassthroughR3D(GS_OUTPUT input) : SV_TARGET0 [all …]
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/external/eigen/Eigen/src/Core/arch/CUDA/ |
D | PacketMath.h | 21 template<> struct is_arithmetic<float4> { enum { value = true }; }; 26 typedef float4 type; 27 typedef float4 half; 85 template<> struct unpacket_traits<float4> { typedef float type; enum {size=4, alignment=Aligned16… 88 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 pset1<float4>(const float& from) { 96 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 plset<float4>(const float& a) { 103 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 padd<float4>(const float4& a, const float4&… 110 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 psub<float4>(const float4& a, const float4&… 117 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 pnegate(const float4& a) { 124 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 pconj(const float4& a) { return a; } [all …]
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D | MathFunctions.h | 22 float4 plog<float4>(const float4& a) 35 float4 plog1p<float4>(const float4& a) 47 float4 pexp<float4>(const float4& a) 60 float4 psqrt<float4>(const float4& a) 73 float4 prsqrt<float4>(const float4& a)
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/external/angle/third_party/glslang/src/Test/ |
D | hlsl.array.frag | 1 float4 a[4]; 4 float4 m[7]; 7 static float4 C = float4(1,2,3,4); 8 float4 a1[1] = { float4(1,2,3,4) }; 9 float4 a2[2] = { float4(1,2,3,4), float4(5,2,3,4), }; 10 const float4 c1[1] = { float4(1,2,3,4) }; 11 static const float4 c2[2] = { C, float4(1,2,3,4), }; 13 float4 PixelShaderFunction(int i : sem1, float4 input[3] : sem2) : SV_TARGET0 15 float4 b[10] = { C, C, C, C, C, C, C, C, C, C }; 16 float4 tmp = C + a1[0] + c1[0] + a2[i] + c2[i];
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D | hlsl.structbuffer.append.fn.frag | 2 // float4 Fn1(ConsumeStructuredBuffer<float4> arg_c) 7 float4 Fn2(AppendStructuredBuffer<float4> arg_a, ConsumeStructuredBuffer<float4> arg_c) 9 arg_a.Append(float4(1,2,3,4)); 13 AppendStructuredBuffer<float4> sbuf_a; 14 ConsumeStructuredBuffer<float4> sbuf_c; 16 AppendStructuredBuffer<float4> sbuf_unused; 18 float4 main(uint pos : FOO) : SV_Target0
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D | hlsl.gathercmpRGBA.basic.dx10.frag | 5 uniform Texture1D <float4> g_tTex1df4 : register(t0); 9 Texture2D <float4> g_tTex2df4; 13 Texture3D <float4> g_tTex3df4; 17 TextureCube <float4> g_tTexcdf4; 23 float4 Color : SV_Target0; 30 uniform float4 c4; 38 float4 txval00 = g_tTex2df4 . GatherCmpRed(g_sSampCmp, c2, 0.75); 42 float4 txval10 = g_tTex2df4 . GatherCmpGreen(g_sSampCmp, c2, 0.75); 46 float4 txval20 = g_tTex2df4 . GatherCmpBlue(g_sSampCmp, c2, 0.75); 50 float4 txval30 = g_tTex2df4 . GatherCmpAlpha(g_sSampCmp, c2, 0.75); [all …]
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D | hlsl.conditional.frag | 1 float4 c4; 2 float4 t4; 3 float4 f4; 7 float4 vectorCond() 15 float4 scalarCond() 17 float4 ret = t != f ? t * f4 : 1; 26 float4 PixelShaderFunction(float4 input) : COLOR0 32 float4 ret = a * input + 38 float4 f; 41 float4(fbSelect(bool2(true, false), float2(1.0, 2.0), float2(3.0, 4.0)), 10.0, 10.0);
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D | hlsl.structin.vert | 2 float4 m[2] : mysemA; 3 float4 coord : SV_POSITION; 4 linear float4 b : mysemB; 7 VI main(float4 d : mysem, VI vi, float4 e : mysem) 11 local.b = vi.m[1] + vi.m[0] + (float4)vi.coord.x + d + e; 12 local.coord = (float4)1; 13 local.m[0] = (float4)2; 14 local.m[1] = (float4)3;
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/external/deqp-deps/glslang/Test/ |
D | hlsl.array.frag | 1 float4 a[4]; 4 float4 m[7]; 7 static float4 C = float4(1,2,3,4); 8 float4 a1[1] = { float4(1,2,3,4) }; 9 float4 a2[2] = { float4(1,2,3,4), float4(5,2,3,4), }; 10 const float4 c1[1] = { float4(1,2,3,4) }; 11 static const float4 c2[2] = { C, float4(1,2,3,4), }; 13 float4 PixelShaderFunction(int i : sem1, float4 input[3] : sem2) : SV_TARGET0 15 float4 b[10] = { C, C, C, C, C, C, C, C, C, C }; 16 float4 tmp = C + a1[0] + c1[0] + a2[i] + c2[i];
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D | hlsl.structbuffer.append.fn.frag | 2 // float4 Fn1(ConsumeStructuredBuffer<float4> arg_c) 7 float4 Fn2(AppendStructuredBuffer<float4> arg_a, ConsumeStructuredBuffer<float4> arg_c) 9 arg_a.Append(float4(1,2,3,4)); 13 AppendStructuredBuffer<float4> sbuf_a; 14 ConsumeStructuredBuffer<float4> sbuf_c; 16 AppendStructuredBuffer<float4> sbuf_unused; 18 float4 main(uint pos : FOO) : SV_Target0
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D | hlsl.gathercmpRGBA.basic.dx10.frag | 5 uniform Texture1D <float4> g_tTex1df4 : register(t0); 9 Texture2D <float4> g_tTex2df4; 13 Texture3D <float4> g_tTex3df4; 17 TextureCube <float4> g_tTexcdf4; 23 float4 Color : SV_Target0; 30 uniform float4 c4; 38 float4 txval00 = g_tTex2df4 . GatherCmpRed(g_sSampCmp, c2, 0.75); 42 float4 txval10 = g_tTex2df4 . GatherCmpGreen(g_sSampCmp, c2, 0.75); 46 float4 txval20 = g_tTex2df4 . GatherCmpBlue(g_sSampCmp, c2, 0.75); 50 float4 txval30 = g_tTex2df4 . GatherCmpAlpha(g_sSampCmp, c2, 0.75); [all …]
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D | hlsl.conditional.frag | 1 float4 c4; 2 float4 t4; 3 float4 f4; 7 float4 vectorCond() 15 float4 scalarCond() 17 float4 ret = t != f ? t * f4 : 1; 26 float4 PixelShaderFunction(float4 input) : COLOR0 32 float4 ret = a * input + 38 float4 f; 41 float4(fbSelect(bool2(true, false), float2(1.0, 2.0), float2(3.0, 4.0)), 10.0, 10.0);
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/external/eigen/unsupported/Eigen/src/SpecialFunctions/arch/CUDA/ |
D | CudaSpecialFunctions.h | 23 float4 plgamma<float4>(const float4& a) 36 float4 pdigamma<float4>(const float4& a) 50 float4 pzeta<float4>(const float4& x, const float4& q) 64 float4 ppolygamma<float4>(const float4& n, const float4& x) 78 float4 perf<float4>(const float4& a) 91 float4 perfc<float4>(const float4& a) 106 float4 pigamma<float4>(const float4& a, const float4& x) 124 float4 pigammac<float4>(const float4& a, const float4& x) 142 float4 pbetainc<float4>(const float4& a, const float4& b, const float4& x)
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/external/clang/test/SemaOpenCL/ |
D | vector_literals_const.cl | 18 typedef float float4 __attribute((ext_vector_type(4))); 20 __constant float4 f_1_1_1_1 = (float4)(1,2,3,4); 21 __constant float4 f_2_1_1 = (float4)((float2)(1,2),3,4); 22 __constant float4 f_1_2_1 = (float4)(1,(float2)(2,3),4); 23 __constant float4 f_1_1_2 = (float4)(1,2,(float2)(3,4)); 24 __constant float4 f_2_2 = (float4)((float2)(1,2),(float2)(3,4)); 25 __constant float4 f_3_1 = (float4)((float3)(1,2,3),4); 26 __constant float4 f_1_3 = (float4)(1,(float3)(2,3,4));
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/external/swiftshader/src/Shader/ |
D | Constants.hpp | 31 float4 uvWeight[17]; 32 float4 uvStart[17]; 78 float4 sampleX[4][16]; 79 float4 sampleY[4][16]; 80 float4 weight[16]; 86 float4 X[4]; 87 float4 Y[4]; 99 float4 unscaleByte; 100 float4 unscaleSByte; 101 float4 unscaleShort; [all …]
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/external/swiftshader/src/Pipeline/ |
D | Constants.hpp | 33 float4 uvWeight[17]; 34 float4 uvStart[17]; 81 float4 sampleX[4][16]; 82 float4 sampleY[4][16]; 83 float4 weight[16]; 89 float4 X[4]; 90 float4 Y[4]; 132 float4 unscaleByte; 133 float4 unscaleSByte; 134 float4 unscaleShort; [all …]
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/external/clang/test/CodeGen/ |
D | ext-vector.c | 3 typedef __attribute__(( ext_vector_type(4) )) float float4; typedef 9 float4 foo = (float4){ 1.0, 2.0, 3.0, 4.0 }; 12 const float4 bar = (float4){ 1.0, 2.0, 3.0, __builtin_inff() }; 16 float4 test1(float4 V) { in test1() 21 float4 vec4, vec4_2; 41 void test3(float4 *out) { in test3() 42 *out = ((float4) {1.0f, 2.0f, 3.0f, 4.0f }); in test3() 48 void test4(float4 *out) { in test4() 53 *out = ((float4) {a,b,c,d}); in test4() 62 void test5(float4 *out) { in test5() [all …]
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D | builtinshufflevector2.c | 3 typedef float float4 __attribute__((ext_vector_type(4))); typedef 7 void clang_shufflevector_v_v( float4* A, float4 x, uint4 mask ) { in clang_shufflevector_v_v() 31 void clang_shufflevector_v_v_c( float4* A, float4 x, float4 y) { in clang_shufflevector_v_v_c() 38 void clang_shufflevector_v_v_undef( float4* A, float4 x, float4 y) { in clang_shufflevector_v_v_undef()
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/external/clang/test/Sema/ |
D | vector-init.c | 4 typedef float float4 __attribute__((vector_size(16))); typedef 6 float4 foo = (float4){ 1.0, 2.0, 3.0, 4.0 }; 8 float4 foo2 = (float4){ 1.0, 2.0, 3.0, 4.0 , 5.0 }; // expected-warning{{excess elements in vector … 10 float4 array[] = { 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0}; 11 int array_sizecheck[(sizeof(array) / sizeof(float4)) == 3 ? 1 : -1]; 13 float4 array2[2] = { 1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 16 float4 array3[2] = { {1.0, 2.0, 3.0}, 5.0, 6.0, 7.0, 8.0, 34 int test2[sizeof(float3) == sizeof(float4) ? 1 : -1];
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/external/swiftshader/src/OpenGL/compiler/ |
D | Initialize.cpp | 30 TType *float4 = new TType(EbtFloat, 4); in InsertBuiltInFunctions() local 120 symbolTable.insertBuiltIn(ESSL3_BUILTINS, EOpModf, float4, "modf", float4, outFloat4); in InsertBuiltInFunctions() 173 symbolTable.insertBuiltIn(ESSL3_BUILTINS, EOpOuterProduct, mat4, "outerProduct", float4, float4); in InsertBuiltInFunctions() 176 symbolTable.insertBuiltIn(ESSL3_BUILTINS, EOpOuterProduct, mat2x4, "outerProduct", float4, float2); in InsertBuiltInFunctions() 177 symbolTable.insertBuiltIn(ESSL3_BUILTINS, EOpOuterProduct, mat4x2, "outerProduct", float2, float4); in InsertBuiltInFunctions() 178 symbolTable.insertBuiltIn(ESSL3_BUILTINS, EOpOuterProduct, mat3x4, "outerProduct", float4, float3); in InsertBuiltInFunctions() 179 symbolTable.insertBuiltIn(ESSL3_BUILTINS, EOpOuterProduct, mat4x3, "outerProduct", float3, float4); in InsertBuiltInFunctions() 240 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2D", sampler2D, float2); in InsertBuiltInFunctions() 241 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float3); in InsertBuiltInFunctions() 242 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float4); in InsertBuiltInFunctions() [all …]
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