/external/swiftshader/src/Reactor/ |
D | OptimalIntrinsics.cpp | 19 Float4 Reciprocal(RValue<Float4> x, bool pp = false, bool finite = false, bool exactAtPow2 = false) in Reciprocal() 21 Float4 rcp = Rcp_pp(x, exactAtPow2); in Reciprocal() 31 rcp = Min(rcp, Float4((float &)big)); in Reciprocal() 37 Float4 SinOrCos(RValue<Float4> x, bool sin) in SinOrCos() 40 Float4 y = x * Float4(1.59154943e-1f); // 1/2pi in SinOrCos() 48 Float4 y2 = y * y; in SinOrCos() 49 …Float4 c1 = y2 * (y2 * (y2 * Float4(-0.0204391631f) + Float4(0.2536086171f)) + Float4(-1.233697792… in SinOrCos() 50 …Float4 s1 = y * (y2 * (y2 * (y2 * Float4(-0.0046075748f) + Float4(0.0796819754f)) + Float4(-0.6459… in SinOrCos() 51 Float4 c2 = (c1 * c1) - (s1 * s1); in SinOrCos() 52 Float4 s2 = Float4(2.0f) * s1 * c1; in SinOrCos() [all …]
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D | OptimalIntrinsics.hpp | 24 Float4 Sin(RValue<Float4> x); 25 Float4 Cos(RValue<Float4> x); 26 Float4 Tan(RValue<Float4> x); 27 Float4 Asin_4_terms(RValue<Float4> x); 28 Float4 Asin_8_terms(RValue<Float4> x); 29 Float4 Acos_4_terms(RValue<Float4> x); 30 Float4 Acos_8_terms(RValue<Float4> x); 31 Float4 Atan(RValue<Float4> x); 32 Float4 Atan2(RValue<Float4> y, RValue<Float4> x); 33 Float4 Exp2(RValue<Float4> x); [all …]
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D | EmulatedIntrinsics.hpp | 27 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigne… 29 void Scatter(RValue<Pointer<Float>> base, RValue<Float4> val, RValue<Int4> offsets, RValue<Int4> ma… 33 RValue<Float4> Sin(RValue<Float4> x); 34 RValue<Float4> Cos(RValue<Float4> x); 35 RValue<Float4> Tan(RValue<Float4> x); 36 RValue<Float4> Asin(RValue<Float4> x); 37 RValue<Float4> Acos(RValue<Float4> x); 38 RValue<Float4> Atan(RValue<Float4> x); 39 RValue<Float4> Sinh(RValue<Float4> x); 40 RValue<Float4> Cosh(RValue<Float4> x); [all …]
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D | EmulatedIntrinsics.cpp | 130 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigne… in Gather() 132 Float4 result{}; in Gather() 144 void Scatter(RValue<Pointer<Float>> base, RValue<Float4> val, RValue<Int4> offsets, RValue<Int4> ma… in Scatter() 164 RValue<Float4> Sin(RValue<Float4> x) in Sin() 169 RValue<Float4> Cos(RValue<Float4> x) in Cos() 174 RValue<Float4> Tan(RValue<Float4> x) in Tan() 179 RValue<Float4> Asin(RValue<Float4> x) in Asin() 184 RValue<Float4> Acos(RValue<Float4> x) in Acos() 189 RValue<Float4> Atan(RValue<Float4> x) in Atan() 194 RValue<Float4> Sinh(RValue<Float4> x) in Sinh() [all …]
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D | Reactor.hpp | 114 class Float4; 881 explicit Short4(RValue<Float4> cast); 937 RValue<Short4> RoundShort4(RValue<Float4> cast); 958 explicit UShort4(RValue<Float4> cast, bool saturate = false); 1510 struct Scalar<Float4> 1545 friend class Float4; 1553 Float4 *parent; 1918 explicit Int4(RValue<Float4> cast); 2012 RValue<Int4> RoundInt(RValue<Float4> cast); 2017 RValue<Int4> RoundIntClamped(RValue<Float4> cast); [all …]
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D | x86.hpp | 24 RValue<Int4> cvtps2dq(RValue<Float4> val); 30 RValue<Float4> rcpps(RValue<Float4> val); 31 RValue<Float4> sqrtps(RValue<Float4> val); 32 RValue<Float4> rsqrtps(RValue<Float4> val); 33 RValue<Float4> maxps(RValue<Float4> x, RValue<Float4> y); 34 RValue<Float4> minps(RValue<Float4> x, RValue<Float4> y); 40 RValue<Float4> roundps(RValue<Float4> val, unsigned char imm); 41 RValue<Float4> floorps(RValue<Float4> val); 42 RValue<Float4> ceilps(RValue<Float4> val); 98 RValue<Int> movmskps(RValue<Float4> x);
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/external/swiftshader/src/Pipeline/ |
D | SamplerCore.hpp | 61 …tor4f sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &q, Float &&lodOrBias, Float4 &… 64 Float4 applySwizzle(const Vector4f &c, VkComponentSwizzle swizzle, bool integer); 66 …ture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Floa… 67 …ture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Floa… 68 …Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vect… 69 …Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Ve… 70 …Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4i &offset, const… 71 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &samp… 72 …Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &samp… 73 …Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Flo… [all …]
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D | ShaderCore.cpp | 73 this->x = Float4(x); in Vector4f() 74 this->y = Float4(y); in Vector4f() 75 this->z = Float4(z); in Vector4f() 76 this->w = Float4(w); in Vector4f() 97 Float4 &Vector4f::operator[](int i) in operator []() 153 Float4 exponential2(RValue<Float4> x, bool pp) in exponential2() 161 Float4 x0 = x; in exponential2() 162 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2() 163 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f in exponential2() 165 Int4 i = RoundInt(x0 - Float4(0.5f)); in exponential2() [all …]
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D | SamplerCore.cpp | 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() [all …]
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D | VertexRoutine.cpp | 131 Int4 minZ = CmpNLE(Float4(0.0f), posZ); in computeClipFlags() 140 Float4 maxPos = As<Float4>(Int4(0x7F7FFFFF)); in computeClipFlags() 224 v.x = *Pointer<Float4>(source0); in readStream() 225 v.y = *Pointer<Float4>(source1); in readStream() 226 v.z = *Pointer<Float4>(source2); in readStream() 227 v.w = *Pointer<Float4>(source3); in readStream() 241 v.x = Float4(*Pointer<Byte4>(source0)); in readStream() 242 v.y = Float4(*Pointer<Byte4>(source1)); in readStream() 243 v.z = Float4(*Pointer<Byte4>(source2)); in readStream() 244 v.w = Float4(*Pointer<Byte4>(source3)); in readStream() [all …]
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D | ShaderCore.hpp | 53 Float4 &operator[](int i); 56 Float4 x; 57 Float4 y; 58 Float4 z; 59 Float4 w; 95 using Float = rr::Float4; 186 Float4 exponential2(RValue<Float4> x, bool pp = false); 187 Float4 logarithm2(RValue<Float4> x, bool pp = false); 188 Float4 exponential(RValue<Float4> x, bool pp = false); 189 Float4 logarithm(RValue<Float4> x, bool pp = false); [all …]
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D | PixelRoutine.hpp | 36 Float4 z[4]; // Multisampled z 37 Float4 w; // Used as is 38 Float4 rhw; // Reciprocal w 46 Float4 oDepth; 48 …virtual void setBuiltins(Int &x, Int &y, Float4 (&z)[4], Float4 &w, Int cMask[4], int sampleId) = … 56 void alphaToCoverage(Int cMask[4], const Float4 &alpha, int sampleId); 65 UShort4 convertFixed16(const Float4 &cf, bool saturate = true); 74 …Bool depthTest(const Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &sMas… 83 void writeDepth(Pointer<Byte> &zBuffer, int q, const Int &x, const Float4 &z, const Int &zMask); 87 Float4 sRGBtoLinear(const Float4 &x); [all …]
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/external/swiftshader/src/Shader/ |
D | SamplerCore.hpp | 53 …Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 … 54 …Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 … 55 static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod); 58 …Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 … 60 void border(Short4 &mask, Float4 &coordinates); 61 void border(Int4 &mask, Float4 &coordinates); 63 …Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anis… 64 …Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anis… 65 …Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Flo… 66 …Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, F… [all …]
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D | PixelPipeline.hpp | 30 virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w); 33 …virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMas… 45 Float4 du; 46 Float4 dv; 50 Float4 u_; // FIXME 51 Float4 v_; // FIXME 52 Float4 w_; // FIXME 53 Float4 U; // FIXME 54 Float4 V; // FIXME 55 Float4 W; // FIXME [all …]
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D | ShaderCore.cpp | 78 this->x = Float4(x); in Vector4f() 79 this->y = Float4(y); in Vector4f() 80 this->z = Float4(z); in Vector4f() 81 this->w = Float4(w); in Vector4f() 102 Float4 &Vector4f::operator[](int i) in operator []() 115 Float4 exponential2(RValue<Float4> x, bool pp) in exponential2() 123 Float4 x0 = x; in exponential2() 124 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2() 125 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f in exponential2() 127 Int4 i = RoundInt(x0 - Float4(0.5f)); in exponential2() [all …]
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D | ShaderCore.hpp | 50 Float4 &operator[](int i); 53 Float4 x; 54 Float4 y; 55 Float4 z; 56 Float4 w; 59 Float4 exponential2(RValue<Float4> x, bool pp = false); 60 Float4 logarithm2(RValue<Float4> x, bool abs, bool pp = false); 61 Float4 exponential(RValue<Float4> x, bool pp = false); 62 Float4 logarithm(RValue<Float4> x, bool abs, bool pp = false); 63 Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp = false); [all …]
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D | VertexRoutine.cpp | 118 …Int4 minZ = symmetricNormalizedDepth ? CmpNLE(-o[pos].w, o[pos].z) : CmpNLE(Float4(0.0f), o[pos].z… in computeClipFlags() 127 Int4 finiteX = CmpLE(Abs(o[pos].x), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 128 Int4 finiteY = CmpLE(Abs(o[pos].y), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 129 Int4 finiteZ = CmpLE(Abs(o[pos].z), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 172 v.x = *Pointer<Float4>(source0); in readStream() 173 v.y = *Pointer<Float4>(source1); in readStream() 174 v.z = *Pointer<Float4>(source2); in readStream() 175 v.w = *Pointer<Float4>(source3); in readStream() 183 if(stream.count >= 1) v.x = As<Float4>(Int4(v.x)); in readStream() 184 if(stream.count >= 2) v.x = As<Float4>(Int4(v.y)); in readStream() [all …]
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D | VertexPipeline.cpp | 59 Float4 B = v[BlendIndices].x; in transformBlend() 87 Float4 weight0; in transformBlend() 88 Float4 weight1; in transformBlend() 89 Float4 weight2; in transformBlend() 90 Float4 weight3; in transformBlend() 107 weight1 = Float4(1.0f) - weight0; in transformBlend() 122 weight2 = Float4(1.0f) - (weight0 + weight1); in transformBlend() 139 weight3 = Float4(1.0f) - (weight0 + weight1 + weight2); in transformBlend() 206 o[C0].x = Float4(1.0f); in pipeline() 207 o[C0].y = Float4(1.0f); in pipeline() [all …]
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D | PixelRoutine.hpp | 33 Float4 z[4]; // Multisampled z 34 Float4 w; // Used as is 35 Float4 rhw; // Reciprocal w 40 Float4 oDepth; 45 virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0; 48 …virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMas… 53 void alphaToCoverage(Int cMask[4], Float4 &alpha); 54 void fogBlend(Vector4f &c0, Float4 &fog); 55 void pixelFog(Float4 &visibility); 65 UShort4 convertFixed16(Float4 &cf, bool saturate = true); [all …]
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D | SamplerCore.cpp | 36 void applySwizzle(sw::SwizzleType swizzle, sw::Float4& f, const sw::Vector4f& c) in applySwizzle() 44 case sw::SWIZZLE_ZERO: f = sw::Float4(0.0f, 0.0f, 0.0f, 0.0f); break; in applySwizzle() 45 case sw::SWIZZLE_ONE: f = sw::Float4(1.0f, 1.0f, 1.0f, 1.0f); break; in applySwizzle() 59 …SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Flo… in sampleTexture() 64 …SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Flo… in sampleTexture() 94 Float4 uuuu = u; in sampleTexture() 95 Float4 vvvv = v; in sampleTexture() 96 Float4 wwww = w; in sampleTexture() 97 Float4 qqqq = q; in sampleTexture() 102 Float4 uDelta; in sampleTexture() [all …]
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D | PixelPipeline.cpp | 23 void PixelPipeline::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) in setBuiltins() 104 Float4 x = shaderModel < 0x0104 ? v[2 + dst.index].x : v[2 + src0.index].x; in applyShader() 105 Float4 y = shaderModel < 0x0104 ? v[2 + dst.index].y : v[2 + src0.index].y; in applyShader() 106 Float4 z = shaderModel < 0x0104 ? v[2 + dst.index].z : v[2 + src0.index].z; in applyShader() 107 Float4 w = shaderModel < 0x0104 ? v[2 + dst.index].w : v[2 + src0.index].w; in applyShader() 286 Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000); in alphaTest() 302 …void PixelPipeline::rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], I… in rasterOperation() 751 du = Float4(texture.x) * Float4(1.0f / 0x0FE0); in blendTexture() 752 dv = Float4(texture.y) * Float4(1.0f / 0x0FE0); in blendTexture() 754 Float4 du2; in blendTexture() [all …]
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D | SetupRoutine.cpp | 152 Pointer<Float4> p = *Pointer<Pointer<Float4> >(V + i * sizeof(void*)); in generate() 153 Float4 v = *Pointer<Float4>(p, 16); in generate() 314 Float4 w012; in generate() 354 Float4 xQuad = Float4(0, 1, 0, 1) - Float4(dx); in generate() 355 Float4 yQuad = Float4(0, 0, 1, 1) - Float4(dy); in generate() 357 *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16) = xQuad; in generate() 358 *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16) = yQuad; in generate() 360 Float4 M[3]; in generate() 362 M[0] = Float4(0, 0, 0, 0); in generate() 363 M[1] = Float4(0, 0, 0, 0); in generate() [all …]
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/external/swiftshader/src/Device/ |
D | QuadRasterizer.hpp | 36 Float4 Dz[4]; 37 Float4 Dw; 38 Float4 Dv[MAX_INTERFACE_COMPONENTS]; 39 Float4 Df; 40 Float4 DclipDistance[MAX_CLIP_DISTANCES]; 41 Float4 DcullDistance[MAX_CULL_DISTANCES]; 49 …Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool…
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/external/swiftshader/src/Renderer/ |
D | QuadRasterizer.cpp | 145 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16); in rasterize() 151 Float4 y = yyyy; in rasterize() 155 y -= *Pointer<Float4>(constants + OFFSET(Constants,Y) + q * sizeof(float4)); in rasterize() 158 …Dz[q] = *Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) + y * *Pointer<Float4>(primitive +… in rasterize() 166 Float4 xxxx = Float4(Float(x0)) + *Pointer<Float4>(primitive + OFFSET(Primitive,xQuad), 16); in rasterize() 183 …Float4 z = interpolate(xxxx, Dz[0], z, primitive + OFFSET(Primitive,z), false, false, state.depthC… in rasterize() 185 Float4 zValue; in rasterize() 190 zValue.xy = *Pointer<Float4>(buffer); in rasterize() 191 zValue.zw = *Pointer<Float4>(buffer + pitch - 8); in rasterize() 195 zValue = *Pointer<Float4>(buffer, 16); in rasterize() [all …]
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D | QuadRasterizer.hpp | 36 Float4 Dz[4]; 37 Float4 Dw; 38 Float4 Dv[MAX_FRAGMENT_INPUTS][4]; 39 Float4 Df; 55 …Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool…
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