Lines Matching refs:Float4
29 …re::sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &dRef, Float &&lodOrBias, Float4 … in sampleTexture()
33 Float4 u = uvwa[0]; in sampleTexture()
34 Float4 v = uvwa[1]; in sampleTexture()
35 Float4 w = uvwa[2]; in sampleTexture()
36 Float4 a; // Array layer coordinate in sampleTexture()
47 Float4 uDelta; in sampleTexture()
48 Float4 vDelta; in sampleTexture()
49 Float4 M; // Major axis in sampleTexture()
54 w = As<Float4>(face); in sampleTexture()
108 c.y = Float4(lod); // Unclamped LOD. in sampleTexture()
142 c.x *= Float4(1.0f / 0xF800); in sampleTexture()
143 c.y *= Float4(1.0f / 0xFC00); in sampleTexture()
144 c.z *= Float4(1.0f / 0xF800); in sampleTexture()
147 c.x *= Float4(1.0f / 0xF000); in sampleTexture()
148 c.y *= Float4(1.0f / 0xF000); in sampleTexture()
149 c.z *= Float4(1.0f / 0xF000); in sampleTexture()
150 c.w *= Float4(1.0f / 0xF000); in sampleTexture()
153 c.x *= Float4(1.0f / 0xF800); in sampleTexture()
154 c.y *= Float4(1.0f / 0xF800); in sampleTexture()
155 c.z *= Float4(1.0f / 0xF800); in sampleTexture()
156 c.w *= Float4(1.0f / 0x8000); in sampleTexture()
162 c.x = Max(c.x * Float4(1.0f / 0x7F00), Float4(-1.0f)); in sampleTexture()
163 c.y = Max(c.y * Float4(1.0f / 0x7F00), Float4(-1.0f)); in sampleTexture()
164 c.z = Max(c.z * Float4(1.0f / 0x7F00), Float4(-1.0f)); in sampleTexture()
165 c.w = Max(c.w * Float4(1.0f / 0x7F00), Float4(-1.0f)); in sampleTexture()
176 c.x *= Float4(1.0f / 0xFF00u); in sampleTexture()
177 c.y *= Float4(1.0f / 0xFF00u); in sampleTexture()
178 c.z *= Float4(1.0f / 0xFF00u); in sampleTexture()
179 c.w *= Float4(1.0f / 0xFF00u); in sampleTexture()
184 c.x = Max(c.x * Float4(1.0f / 0x7FFF), Float4(-1.0f)); in sampleTexture()
185 c.y = Max(c.y * Float4(1.0f / 0x7FFF), Float4(-1.0f)); in sampleTexture()
186 c.z = Max(c.z * Float4(1.0f / 0x7FFF), Float4(-1.0f)); in sampleTexture()
187 c.w = Max(c.w * Float4(1.0f / 0x7FFF), Float4(-1.0f)); in sampleTexture()
192 … c[component] *= Float4(hasUnsignedTextureComponent(component) ? 1.0f / 0xFFFF : 1.0f / 0x7FFF); in sampleTexture()
204 c.x = Float4(As<UShort4>(cs.x)) * Float4(1.0f / 0xF800); in sampleTexture()
205 c.y = Float4(As<UShort4>(cs.y)) * Float4(1.0f / 0xFC00); in sampleTexture()
206 c.z = Float4(As<UShort4>(cs.z)) * Float4(1.0f / 0xF800); in sampleTexture()
209 c.x = Float4(As<UShort4>(cs.x)) * Float4(1.0f / 0xF000); in sampleTexture()
210 c.y = Float4(As<UShort4>(cs.y)) * Float4(1.0f / 0xF000); in sampleTexture()
211 c.z = Float4(As<UShort4>(cs.z)) * Float4(1.0f / 0xF000); in sampleTexture()
212 c.w = Float4(As<UShort4>(cs.w)) * Float4(1.0f / 0xF000); in sampleTexture()
215 c.x = Float4(As<UShort4>(cs.x)) * Float4(1.0f / 0xF800); in sampleTexture()
216 c.y = Float4(As<UShort4>(cs.y)) * Float4(1.0f / 0xF800); in sampleTexture()
217 c.z = Float4(As<UShort4>(cs.z)) * Float4(1.0f / 0xF800); in sampleTexture()
218 c.w = Float4(As<UShort4>(cs.w)) * Float4(1.0f / 0x8000); in sampleTexture()
224 c.x = Max(Float4(cs.x) * Float4(1.0f / 0x7F00), Float4(-1.0f)); in sampleTexture()
225 c.y = Max(Float4(cs.y) * Float4(1.0f / 0x7F00), Float4(-1.0f)); in sampleTexture()
226 c.z = Max(Float4(cs.z) * Float4(1.0f / 0x7F00), Float4(-1.0f)); in sampleTexture()
227 c.w = Max(Float4(cs.w) * Float4(1.0f / 0x7F00), Float4(-1.0f)); in sampleTexture()
238 c.x = Float4(As<UShort4>(cs.x)) * Float4(1.0f / 0xFF00u); in sampleTexture()
239 c.y = Float4(As<UShort4>(cs.y)) * Float4(1.0f / 0xFF00u); in sampleTexture()
240 c.z = Float4(As<UShort4>(cs.z)) * Float4(1.0f / 0xFF00u); in sampleTexture()
241 c.w = Float4(As<UShort4>(cs.w)) * Float4(1.0f / 0xFF00u); in sampleTexture()
246 c.x = Max(Float4(cs.x) * Float4(1.0f / 0x7FFF), Float4(-1.0f)); in sampleTexture()
247 c.y = Max(Float4(cs.y) * Float4(1.0f / 0x7FFF), Float4(-1.0f)); in sampleTexture()
248 c.z = Max(Float4(cs.z) * Float4(1.0f / 0x7FFF), Float4(-1.0f)); in sampleTexture()
249 c.w = Max(Float4(cs.w) * Float4(1.0f / 0x7FFF), Float4(-1.0f)); in sampleTexture()
290 c.x = c.y = c.z = c.w = Float4(0); in sampleTexture()
295 c.x = c.y = c.z = c.w = integer ? As<Float4>(Int4(1)) : RValue<Float4>(Float4(1.0f)); in sampleTexture()
302 Float4 SamplerCore::applySwizzle(const Vector4f &c, VkComponentSwizzle swizzle, bool integer) in applySwizzle()
311 case VK_COMPONENT_SWIZZLE_ZERO: return Float4(0.0f, 0.0f, 0.0f, 0.0f); in applySwizzle()
315 return Float4(As<Float4>(sw::Int4(1, 1, 1, 1))); in applySwizzle()
319 return Float4(1.0f, 1.0f, 1.0f, 1.0f); in applySwizzle()
331 offset &= Short4(CmpNLE(Float4(lod), Float4(0.0f))); in offsetSample()
335 offset &= Short4(CmpLE(Float4(lod), Float4(0.0f))); in offsetSample()
362 …ture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Floa… in sampleFilter()
377 UShort4 utri = UShort4(Float4(lod)); // FIXME: Optimize in sampleFilter()
431 …ture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Floa… in sampleAniso()
450 Float4 A = *Pointer<Float4>(constants + OFFSET(Constants, uvWeight) + 16 * N); in sampleAniso()
451 Float4 B = *Pointer<Float4>(constants + OFFSET(Constants, uvStart) + 16 * N); in sampleAniso()
455 Float4 du = uDelta; in sampleAniso()
456 Float4 dv = vDelta; in sampleAniso()
458 Float4 u0 = u + B * du; in sampleAniso()
459 Float4 v0 = v + B * dv; in sampleAniso()
515 …tor4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float… in sampleQuad()
527 …r4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float… in sampleQuad2D()
730 Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4i… in sample3D()
879 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &samp… in sampleFloatFilter()
892 Float4 lod4 = Float4(Frac(lod)); in sampleFloatFilter()
903 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &samp… in sampleFloatAniso()
917 cSum.x = Float4(0.0f); in sampleFloatAniso()
918 cSum.y = Float4(0.0f); in sampleFloatAniso()
919 cSum.z = Float4(0.0f); in sampleFloatAniso()
920 cSum.w = Float4(0.0f); in sampleFloatAniso()
922 Float4 A = *Pointer<Float4>(constants + OFFSET(Constants, uvWeight) + 16 * N); in sampleFloatAniso()
923 Float4 B = *Pointer<Float4>(constants + OFFSET(Constants, uvStart) + 16 * N); in sampleFloatAniso()
925 Float4 du = uDelta; in sampleFloatAniso()
926 Float4 dv = vDelta; in sampleFloatAniso()
928 Float4 u0 = u + B * du; in sampleFloatAniso()
929 Float4 v0 = v + B * dv; in sampleFloatAniso()
961 …amplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, … in sampleFloat()
973 …plerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, … in sampleFloat2D()
985 Float4 fu, fv; in sampleFloat2D()
1067 Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4… in sampleFloat3D()
1078 Float4 fu, fv, fw; in sampleFloat3D()
1168 …mplerCore::computeLod1D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &dsx, Float4 &dsy… in computeLod1D()
1170 Float4 dudxy; in computeLod1D()
1182 Float4 dUdxy = dudxy * *Pointer<Float4>(texture + OFFSET(Texture, widthWidthHeightHeight)); in computeLod1D()
1186 Float4 dU2dxy = dUdxy * dUdxy; in computeLod1D()
1192 …ture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, F… in computeLod2D()
1194 Float4 duvdxy; in computeLod2D()
1198 duvdxy = Float4(uuuu.yz, vvvv.yz) - Float4(uuuu.xx, vvvv.xx); in computeLod2D()
1202 Float4 dudxy = Float4(dsx.xx, dsy.xx); in computeLod2D()
1203 Float4 dvdxy = Float4(dsx.yy, dsy.yy); in computeLod2D()
1205 duvdxy = Float4(dudxy.xz, dvdxy.xz); in computeLod2D()
1209 Float4 dUVdxy = duvdxy * *Pointer<Float4>(texture + OFFSET(Texture, widthWidthHeightHeight)); in computeLod2D()
1211 Float4 dUV2dxy = dUVdxy * dUVdxy; in computeLod2D()
1212 Float4 dUV2 = dUV2dxy.xy + dUV2dxy.zw; in computeLod2D()
1220 Float4 dudx = duvdxy.xxxx; in computeLod2D()
1221 Float4 dudy = duvdxy.yyyy; in computeLod2D()
1222 Float4 dvdx = duvdxy.zzzz; in computeLod2D()
1223 Float4 dvdy = duvdxy.wwww; in computeLod2D()
1226 uDelta = As<Float4>((As<Int4>(dudx) & mask) | ((As<Int4>(dudy) & ~mask))); in computeLod2D()
1227 vDelta = As<Float4>((As<Int4>(dvdx) & mask) | ((As<Int4>(dvdy) & ~mask))); in computeLod2D()
1238 …LodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &… in computeLodCube()
1240 Float4 dudxy, dvdxy, dsdxy; in computeLodCube()
1244 Float4 U = u * M; in computeLodCube()
1245 Float4 V = v * M; in computeLodCube()
1246 Float4 W = w * M; in computeLodCube()
1254 dudxy = Float4(dsx.xx, dsy.xx); in computeLodCube()
1255 dvdxy = Float4(dsx.yy, dsy.yy); in computeLodCube()
1256 dsdxy = Float4(dsx.zz, dsy.zz); in computeLodCube()
1258 dudxy = Abs(dudxy * Float4(M.x)); in computeLodCube()
1259 dvdxy = Abs(dvdxy * Float4(M.x)); in computeLodCube()
1260 dsdxy = Abs(dsdxy * Float4(M.x)); in computeLodCube()
1265 Float4 duvdxy = dudxy + dvdxy; in computeLodCube()
1266 Float4 dusdxy = dudxy + dsdxy; in computeLodCube()
1267 Float4 dvsdxy = dvdxy + dsdxy; in computeLodCube()
1279 …puteLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, Float4 &ds… in computeLod3D()
1281 Float4 dudxy, dvdxy, dsdxy; in computeLod3D()
1291 dudxy = Float4(dsx.xx, dsy.xx); in computeLod3D()
1292 dvdxy = Float4(dsx.yy, dsy.yy); in computeLod3D()
1293 dsdxy = Float4(dsx.zz, dsy.zz); in computeLod3D()
1297 dudxy *= *Pointer<Float4>(texture + OFFSET(Texture, width)); in computeLod3D()
1298 dvdxy *= *Pointer<Float4>(texture + OFFSET(Texture, height)); in computeLod3D()
1299 dsdxy *= *Pointer<Float4>(texture + OFFSET(Texture, depth)); in computeLod3D()
1313 Int4 SamplerCore::cubeFace(Float4 &U, Float4 &V, Float4 &x, Float4 &y, Float4 &z, Float4 &M) in cubeFace()
1318 Int4 xn = CmpLT(x, Float4(0.0f)); // x < 0 in cubeFace()
1319 Int4 yn = CmpLT(y, Float4(0.0f)); // y < 0 in cubeFace()
1320 Int4 zn = CmpLT(z, Float4(0.0f)); // z < 0 in cubeFace()
1322 Float4 absX = Abs(x); in cubeFace()
1323 Float4 absY = Abs(y); in cubeFace()
1324 Float4 absZ = Abs(z); in cubeFace()
1359 U = As<Float4>((xMajor & (n ^ As<Int4>(-z))) | (~xMajor & ((zMajor & n) ^ As<Int4>(x)))); in cubeFace()
1362 V = As<Float4>((~yMajor & As<Int4>(-y)) | (yMajor & (n ^ As<Int4>(z)))); in cubeFace()
1364 M = reciprocal(M) * Float4(0.5f); in cubeFace()
1365 U = U * M + Float4(0.5f); in cubeFace()
1366 V = V * M + Float4(0.5f); in cubeFace()
1846 Float4 y = (Float4(Y) - Float4(yOffset)) * Float4(yFactor); in sampleTexel()
1847 Float4 u = (Float4(Cb) - Float4(uvOffset)) * Float4(uvFactor); in sampleTexel()
1848 Float4 v = (Float4(Cr) - Float4(uvOffset)) * Float4(uvFactor); in sampleTexel()
1891 Float4 r = y + Float4(Rr) * v; in sampleTexel()
1892 Float4 g = y + Float4(Gb) * u + Float4(Gr) * v; in sampleTexel()
1893 Float4 b = y + Float4(Bb) * u; in sampleTexel()
1909 Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &dRef, const Int4 &sam… in sampleTexel()
1939 c.x.x = Extract(As<Float4>(halfToFloatBits(t0)), 0); in sampleTexel()
1940 c.x.y = Extract(As<Float4>(halfToFloatBits(t1)), 0); in sampleTexel()
1941 c.x.z = Extract(As<Float4>(halfToFloatBits(t2)), 0); in sampleTexel()
1942 c.x.w = Extract(As<Float4>(halfToFloatBits(t3)), 0); in sampleTexel()
1951 c.x = As<Float4>(halfToFloatBits(t0)); in sampleTexel()
1952 c.y = As<Float4>(halfToFloatBits(t1)); in sampleTexel()
1953 c.z = As<Float4>(halfToFloatBits(t2)); in sampleTexel()
1954 c.w = As<Float4>(halfToFloatBits(t3)); in sampleTexel()
1963 c.x = As<Float4>(halfToFloatBits(t0)); in sampleTexel()
1964 c.y = As<Float4>(halfToFloatBits(t1)); in sampleTexel()
1965 c.z = As<Float4>(halfToFloatBits(t2)); in sampleTexel()
1966 c.w = As<Float4>(halfToFloatBits(t3)); in sampleTexel()
1983 c.x.xy = *Pointer<Float4>(buffer + index[0] * 8); in sampleTexel()
1984 c.x.zw = *Pointer<Float4>(buffer + index[1] * 8 - 8); in sampleTexel()
1985 c.z.xy = *Pointer<Float4>(buffer + index[2] * 8); in sampleTexel()
1986 c.z.zw = *Pointer<Float4>(buffer + index[3] * 8 - 8); in sampleTexel()
1988 c.x = Float4(c.x.xz, c.z.xz); in sampleTexel()
1989 c.y = Float4(c.y.yw, c.z.yw); in sampleTexel()
1994 c.x = *Pointer<Float4>(buffer + index[0] * 16, 16); in sampleTexel()
1995 c.y = *Pointer<Float4>(buffer + index[1] * 16, 16); in sampleTexel()
1996 c.z = *Pointer<Float4>(buffer + index[2] * 16, 16); in sampleTexel()
1997 c.w = *Pointer<Float4>(buffer + index[3] * 16, 16); in sampleTexel()
2002 Float4 t; // TODO: add Insert(UInt4, RValue<UInt>) in sampleTexel()
2008 c.w = Float4(UInt4(1) << ((t0 >> 27) & UInt4(0x1F))) * Float4(1.0f / (1 << 24)); in sampleTexel()
2009 c.x = Float4(t0 & UInt4(0x1FF)) * c.w; in sampleTexel()
2010 c.y = Float4((t0 >> 9) & UInt4(0x1FF)) * c.w; in sampleTexel()
2011 c.z = Float4((t0 >> 18) & UInt4(0x1FF)) * c.w; in sampleTexel()
2016 Float4 t; // TODO: add Insert(UInt4, RValue<UInt>) in sampleTexel()
2022 c.x = As<Float4>(halfToFloatBits((t0 << 4) & UInt4(0x7FF0))); in sampleTexel()
2023 c.y = As<Float4>(halfToFloatBits((t0 >> 7) & UInt4(0x7FF0))); in sampleTexel()
2024 c.z = As<Float4>(halfToFloatBits((t0 >> 17) & UInt4(0x7FE0))); in sampleTexel()
2045 c[n] = As<Float4>(Int4(As<UShort4>(cs[n]))); in sampleTexel()
2049 c[n] = Float4(As<UShort4>(cs[n])); in sampleTexel()
2056 c[n] = As<Float4>(Int4(cs[n])); in sampleTexel()
2060 c[n] = Float4(cs[n]); in sampleTexel()
2068 Float4 ref = dRef; in sampleTexel()
2073 ref = Min(Max(ref, Float4(0.0f)), Float4(1.0f)); in sampleTexel()
2074 c.x = c.x * Float4(1.0f / 0xFFFF); in sampleTexel()
2092 c.x = As<Float4>(boolean & As<Int4>(Float4(1.0f))); in sampleTexel()
2093 c.y = Float4(0.0f); in sampleTexel()
2094 c.z = Float4(0.0f); in sampleTexel()
2095 c.w = Float4(1.0f); in sampleTexel()
2113 …Int4 float_one = scaled ? As<Int4>(Float4(static_cast<float>(sign ? 0x7FFF : 0xFFFF))) : As<Int4>(… in replaceBorderTexel()
2143 out.x = As<Float4>((valid & As<Int4>(c.x)) | (~valid & borderRGB)); // TODO: IfThenElse() in replaceBorderTexel()
2144 out.y = As<Float4>((valid & As<Int4>(c.y)) | (~valid & borderRGB)); in replaceBorderTexel()
2145 out.z = As<Float4>((valid & As<Int4>(c.z)) | (~valid & borderRGB)); in replaceBorderTexel()
2146 out.w = As<Float4>((valid & As<Int4>(c.w)) | (~valid & borderA)); in replaceBorderTexel()
2187 return CmpNLE(Float4(lod), Float4(0.0f)); in computeFilterOffset()
2191 return CmpLE(Float4(lod), Float4(0.0f)); in computeFilterOffset()
2197 Short4 SamplerCore::address(const Float4 &uw, AddressingMode addressingMode, Pointer<Byte> &mipmap) in address()
2205 Float4 clamp = Min(Max(uw, Float4(0.0f)), Float4(65535.0f / 65536.0f)); in address()
2207 return Short4(Int4(clamp * Float4(1 << 16))); in address()
2211 Int4 convert = Int4(uw * Float4(1 << 16)); in address()
2221 Int4 convert = Int4(Abs(uw * Float4(1 << 16))); in address()
2231 return Short4(Int4(uw * Float4(1 << 16))); in address()
2235 Short4 SamplerCore::computeLayerIndex(const Float4 &a, Pointer<Byte> &mipmap) in computeLayerIndex()
2261 void SamplerCore::address(const Float4 &uvw, Int4 &xyz0, Int4 &xyz1, Float4 &f, Pointer<Byte> &mipm… in address()
2265 f = Float4(0.0f); // TODO(b/134669567): Optimize for 1D filtering in address()
2294 Float4 coord = uvw; in address()
2301 coord = Min(Max(coord, Float4(0.0f)), Float4(dim) * As<Float4>(Int4(oneBits))); in address()
2320 coord = coord * Float4(dim); in address()
2321 coord -= Float4(0.5f); in address()
2322 Float4 floor = Floor(coord); in address()
2350 Float4 one = As<Float4>(Int4(oneBits)); in address()
2351 coord = Min(Max(coord, Float4(0.0f)), one); in address()
2356 Float4 half = As<Float4>(Int4(halfBits)); in address()
2357 Float4 one = As<Float4>(Int4(oneBits)); in address()
2358 Float4 two = As<Float4>(Int4(twoBits)); in address()
2364 Float4 half = As<Float4>(Int4(halfBits)); in address()
2365 Float4 one = As<Float4>(Int4(oneBits)); in address()
2366 Float4 two = As<Float4>(Int4(twoBits)); in address()
2379 coord = coord * Float4(dim); in address()
2398 coord -= As<Float4>(As<Int4>(Float4(0.5f)) & filter); in address()
2402 coord -= Float4(0.5f); in address()
2405 Float4 floor = Floor(coord); in address()
2476 Int4 SamplerCore::computeLayerIndex(const Float4 &a, Pointer<Byte> &mipmap, SamplerFunction functio… in computeLayerIndex()
2506 void SamplerCore::convertSigned15(Float4 &cf, Short4 &cs) in convertSigned15()
2508 cf = Float4(cs) * Float4(1.0f / 0x7FFF); in convertSigned15()
2511 void SamplerCore::convertUnsigned16(Float4 &cf, Short4 &cs) in convertUnsigned16()
2513 cf = Float4(As<UShort4>(cs)) * Float4(1.0f / 0xFFFF); in convertUnsigned16()