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/external/skia/tests/
DSkVxTest.cpp12 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()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/shaders/
DMultiplyAlpha.hlsl7 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…
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DPassthrough2D11.hlsl1 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) …
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DClear11.hlsl27 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;
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DPassthrough2DArray11.hlsl7 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);
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DPassthrough3D11.hlsl7 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
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/external/eigen/Eigen/src/Core/arch/CUDA/
DPacketMath.h21 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; }
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DMathFunctions.h22 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)
/external/angle/third_party/glslang/src/Test/
Dhlsl.array.frag1 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];
Dhlsl.structbuffer.append.fn.frag2 // 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
Dhlsl.gathercmpRGBA.basic.dx10.frag5 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);
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Dhlsl.conditional.frag1 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);
Dhlsl.structin.vert2 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;
/external/deqp-deps/glslang/Test/
Dhlsl.array.frag1 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];
Dhlsl.structbuffer.append.fn.frag2 // 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
Dhlsl.gathercmpRGBA.basic.dx10.frag5 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);
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Dhlsl.conditional.frag1 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);
/external/eigen/unsupported/Eigen/src/SpecialFunctions/arch/CUDA/
DCudaSpecialFunctions.h23 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)
/external/clang/test/SemaOpenCL/
Dvector_literals_const.cl18 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));
/external/swiftshader/src/Shader/
DConstants.hpp31 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;
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/external/swiftshader/src/Pipeline/
DConstants.hpp33 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;
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/external/clang/test/CodeGen/
Dext-vector.c3 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()
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Dbuiltinshufflevector2.c3 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()
/external/clang/test/Sema/
Dvector-init.c4 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];
/external/swiftshader/src/OpenGL/compiler/
DInitialize.cpp30 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()
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