Searched refs:FirstComponent (Results 1 – 8 of 8) sorted by relevance
/external/swiftshader/src/Pipeline/ |
D | PixelProgram.cpp | 81 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine.viewID)); in setBuiltins() 86 value[builtin.FirstComponent + 0] = routine.fragCoord[0]; in setBuiltins() 87 value[builtin.FirstComponent + 1] = routine.fragCoord[1]; in setBuiltins() 88 value[builtin.FirstComponent + 2] = routine.fragCoord[2]; in setBuiltins() 89 value[builtin.FirstComponent + 3] = routine.fragCoord[3]; in setBuiltins() 94 value[builtin.FirstComponent + 0] = SIMD::Float(0.5f, 1.5f, 0.5f, 1.5f) + in setBuiltins() 96 value[builtin.FirstComponent + 1] = SIMD::Float(0.5f, 0.5f, 1.5f, 1.5f) + in setBuiltins() 102 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(SIMD::Width)); in setBuiltins() 107 value[builtin.FirstComponent] = As<SIMD::Float>(routine.helperInvocation); in setBuiltins() 123 routine.getVariable(it->second.Id)[it->second.FirstComponent] = As<Float4>(frontFacing); in applyShader() [all …]
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D | VertexProgram.cpp | 44 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine.viewID)); in VertexProgram() 50 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine.instanceID)); in VertexProgram() 55 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(SIMD::Width)); in VertexProgram() 77 routine.getVariable(it->second.Id)[it->second.FirstComponent] = in program()
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D | ComputeProgram.cpp | 74 value[builtin.FirstComponent + component] = in setWorkgroupBuiltins() 82 value[builtin.FirstComponent + component] = in setWorkgroupBuiltins() 90 value[builtin.FirstComponent + component] = in setWorkgroupBuiltins() 97 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine->subgroupsPerWorkgroup)); in setWorkgroupBuiltins() 102 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine->invocationsPerSubgroup)); in setWorkgroupBuiltins() 145 value[builtin.FirstComponent] = As<SIMD::Float>(localInvocationIndex); in setSubgroupBuiltins() 150 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(subgroupIndex)); in setSubgroupBuiltins() 156 value[builtin.FirstComponent + component] = in setSubgroupBuiltins() 164 value[builtin.FirstComponent + component] = in setSubgroupBuiltins()
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D | SpirvShader.cpp | 2452 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(0, 1, 2, 3)); in setImmutableInputBuiltins() 2457 value[builtin.FirstComponent + 0] = As<SIMD::Float>(SIMD::Int(1, 2, 4, 8)); in setImmutableInputBuiltins() 2458 value[builtin.FirstComponent + 1] = As<SIMD::Float>(SIMD::Int(0, 0, 0, 0)); in setImmutableInputBuiltins() 2459 value[builtin.FirstComponent + 2] = As<SIMD::Float>(SIMD::Int(0, 0, 0, 0)); in setImmutableInputBuiltins() 2460 value[builtin.FirstComponent + 3] = As<SIMD::Float>(SIMD::Int(0, 0, 0, 0)); in setImmutableInputBuiltins() 2465 value[builtin.FirstComponent + 0] = As<SIMD::Float>(SIMD::Int(15, 14, 12, 8)); in setImmutableInputBuiltins() 2466 value[builtin.FirstComponent + 1] = As<SIMD::Float>(SIMD::Int(0, 0, 0, 0)); in setImmutableInputBuiltins() 2467 value[builtin.FirstComponent + 2] = As<SIMD::Float>(SIMD::Int(0, 0, 0, 0)); in setImmutableInputBuiltins() 2468 value[builtin.FirstComponent + 3] = As<SIMD::Float>(SIMD::Int(0, 0, 0, 0)); in setImmutableInputBuiltins() 2473 value[builtin.FirstComponent + 0] = As<SIMD::Float>(SIMD::Int(14, 12, 8, 0)); in setImmutableInputBuiltins() [all …]
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D | VertexRoutine.cpp | 120 auto posX = pos[it->second.FirstComponent + 0]; in computeClipFlags() 121 auto posY = pos[it->second.FirstComponent + 1]; in computeClipFlags() 122 auto posZ = pos[it->second.FirstComponent + 2]; in computeClipFlags() 123 auto posW = pos[it->second.FirstComponent + 3]; in computeClipFlags() 157 auto const &distance = routine.getVariable(it->second.Id)[it->second.FirstComponent + i]; in computeCullMask() 622 pos.x = position[it->second.FirstComponent + 0]; in writeCache() 623 pos.y = position[it->second.FirstComponent + 1]; in writeCache() 624 pos.z = position[it->second.FirstComponent + 2]; in writeCache() 625 pos.w = position[it->second.FirstComponent + 3]; in writeCache() 648 auto psize = routine.getVariable(it->second.Id)[it->second.FirstComponent]; in writeCache() [all …]
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D | SpirvShader.hpp | 704 uint32_t FirstComponent; member
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D | PixelRoutine.cpp | 188 routine.getVariable(it->second.Id)[it->second.FirstComponent + i] = distance; in quad() 203 routine.getVariable(it->second.Id)[it->second.FirstComponent + i] = in quad() 760 …UInt4 sRef = As<UInt4>(routine.getVariable(it->second.Id)[it->second.FirstComponent]) & UInt4(0xff… in stencilReplaceRef()
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/external/pdfium/third_party/lcms/src/ |
D | cmsps2.c | 272 int FirstComponent; member 616 if (In[0] != sc ->FirstComponent) { in OutputValueSampler() 618 if (sc ->FirstComponent != -1) { in OutputValueSampler() 629 sc ->FirstComponent = In[0]; in OutputValueSampler() 674 sc.FirstComponent = -1; in WriteCLUT()
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