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Searched refs:Float4 (Results 1 – 25 of 61) sorted by relevance

123

/external/swiftshader/src/Reactor/
DOptimalIntrinsics.cpp19 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()
49Float4 c1 = y2 * (y2 * (y2 * Float4(-0.0204391631f) + Float4(0.2536086171f)) + Float4(-1.233697792… in SinOrCos()
50Float4 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()
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DOptimalIntrinsics.hpp24 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);
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DEmulatedIntrinsics.hpp27 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);
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DEmulatedIntrinsics.cpp130 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()
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DReactor.hpp114 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);
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Dx86.hpp24 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);
/external/swiftshader/src/Pipeline/
DSamplerCore.hpp61 …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…
71Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &samp…
72Float4 &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…
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DShaderCore.cpp73 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()
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DSamplerCore.cpp29 …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()
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DVertexRoutine.cpp131 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()
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DShaderCore.hpp53 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);
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DPixelRoutine.hpp36 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);
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/external/swiftshader/src/Shader/
DSamplerCore.hpp53 …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…
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DPixelPipeline.hpp30 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
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DShaderCore.cpp78 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()
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DShaderCore.hpp50 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);
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DVertexRoutine.cpp118 …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()
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DVertexPipeline.cpp59 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()
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DPixelRoutine.hpp33 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);
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DSamplerCore.cpp36 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()
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DPixelPipeline.cpp23 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()
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DSetupRoutine.cpp152 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()
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/external/swiftshader/src/Device/
DQuadRasterizer.hpp36 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];
49Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool…
/external/swiftshader/src/Renderer/
DQuadRasterizer.cpp145 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()
183Float4 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()
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DQuadRasterizer.hpp36 Float4 Dz[4];
37 Float4 Dw;
38 Float4 Dv[MAX_FRAGMENT_INPUTS][4];
39 Float4 Df;
55Float4 interpolate(Float4 &x, Float4 &D, Float4 &rhw, Pointer<Byte> planeEquation, bool flat, bool…

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