/external/deqp-deps/glslang/Test/ |
D | hlsl.samplegrad.basic.dx10.vert | 38 …float4 txval30 = g_tTex3df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), fl… 39 …int4 txval31 = g_tTex3di4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), fl… 40 …uint4 txval32 = g_tTex3du4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), fl… 42 …float4 txval40 = g_tTexcdf4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), fl… 43 …int4 txval41 = g_tTexcdi4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), fl… 44 …uint4 txval42 = g_tTexcdu4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), fl…
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D | hlsl.samplegrad.basic.dx10.frag | 39 …float4 txval30 = g_tTex3df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), fl… 40 …int4 txval31 = g_tTex3di4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), fl… 41 …uint4 txval32 = g_tTex3du4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), fl… 43 …float4 txval40 = g_tTexcdf4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), fl… 44 …int4 txval41 = g_tTexcdi4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), fl… 45 …uint4 txval42 = g_tTexcdu4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), fl…
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D | hlsl.init2.frag | 26 const float3 a[8] = { 27 normalize(float3(1, 1, 1)) * (n += step), 28 normalize(float3(-1, -1, -1)) * (n += step), 29 normalize(float3(-1, -1, 1)) * (n += step), 30 normalize(float3(-1, 1, -1)) * (n += step), 31 normalize(float3(-1, 1, 1)) * (n += step), 32 normalize(float3(1, -1, -1)) * (n += step), 33 normalize(float3(1, -1, 1)) * (n += step), 34 normalize(float3(1, 1, -1)) * (n += step) }; 36 const struct one { float3 a; } oneNonConst = { normalize(float3(-1, 1, 1)) * (n += step) }; [all …]
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D | hlsl.intrinsics.frag | 179 float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1) 184 float3 r001 = abs(inF0); 185 float3 r002 = acos(inF0); 187 float3 r004 = asin(inF0); 190 float3 r007 = asfloat(inU0); 192 float3 r009 = atan(inF0); 193 float3 r010 = atan2(inF0, inF1); 194 float3 r011 = ceil(inF0); 195 float3 r012 = clamp(inF0, inF1, inF2); 198 float3 r013 = cos(inF0); [all …]
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D | hlsl.gs-hs-mix.tesc | 7 float3 color; 8 float3 view_dir; 9 float3 tess_factor; 16 float3 PositionWS : POSITION; 17 float3 NormalWS : NORMAL; 21 float3 PositionWS : POSITION; 27 float3 NormalWS[3] : NORMAL; 32 float3 roundedEdgeTessFactor = tess_factor; 71 float3 PositionWS : POSITION; 72 float3 NormalWS : NORMAL; [all …]
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D | hlsl.samplegrad.array.dx10.frag | 31 …float4 txval20 = g_tTex2df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(… 32 …int4 txval21 = g_tTex2di4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(… 33 …uint4 txval22 = g_tTex2du4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(… 35 … g_tTexcdf4 . SampleGrad(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), float3(1.1, 1.2, 1.3), float3(1.1, 1… 36 … g_tTexcdi4 . SampleGrad(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), float3(1.1, 1.2, 1.3), float3(1.1, 1… 37 … g_tTexcdu4 . SampleGrad(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), float3(1.1, 1.2, 1.3), float3(1.1, 1…
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D | hlsl.samplegrad.offset.dx10.frag | 39 …float4 txval30 = g_tTex3df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), fl… 40 …int4 txval31 = g_tTex3di4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), fl… 41 …uint4 txval32 = g_tTex3du4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), fl…
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/external/angle/third_party/vulkan-deps/glslang/src/Test/ |
D | hlsl.samplegrad.basic.dx10.vert | 38 …float4 txval30 = g_tTex3df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), fl… 39 …int4 txval31 = g_tTex3di4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), fl… 40 …uint4 txval32 = g_tTex3du4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), fl… 42 …float4 txval40 = g_tTexcdf4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), fl… 43 …int4 txval41 = g_tTexcdi4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), fl… 44 …uint4 txval42 = g_tTexcdu4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), fl…
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D | hlsl.samplegrad.basic.dx10.frag | 39 …float4 txval30 = g_tTex3df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), fl… 40 …int4 txval31 = g_tTex3di4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), fl… 41 …uint4 txval32 = g_tTex3du4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), fl… 43 …float4 txval40 = g_tTexcdf4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), fl… 44 …int4 txval41 = g_tTexcdi4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), fl… 45 …uint4 txval42 = g_tTexcdu4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), fl…
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D | hlsl.init2.frag | 26 const float3 a[8] = { 27 normalize(float3(1, 1, 1)) * (n += step), 28 normalize(float3(-1, -1, -1)) * (n += step), 29 normalize(float3(-1, -1, 1)) * (n += step), 30 normalize(float3(-1, 1, -1)) * (n += step), 31 normalize(float3(-1, 1, 1)) * (n += step), 32 normalize(float3(1, -1, -1)) * (n += step), 33 normalize(float3(1, -1, 1)) * (n += step), 34 normalize(float3(1, 1, -1)) * (n += step) }; 36 const struct one { float3 a; } oneNonConst = { normalize(float3(-1, 1, 1)) * (n += step) }; [all …]
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D | hlsl.intrinsics.frag | 179 float3 PixelShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1) 184 float3 r001 = abs(inF0); 185 float3 r002 = acos(inF0); 187 float3 r004 = asin(inF0); 190 float3 r007 = asfloat(inU0); 192 float3 r009 = atan(inF0); 193 float3 r010 = atan2(inF0, inF1); 194 float3 r011 = ceil(inF0); 195 float3 r012 = clamp(inF0, inF1, inF2); 198 float3 r013 = cos(inF0); [all …]
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D | hlsl.gs-hs-mix.tesc | 7 float3 color; 8 float3 view_dir; 9 float3 tess_factor; 16 float3 PositionWS : POSITION; 17 float3 NormalWS : NORMAL; 21 float3 PositionWS : POSITION; 27 float3 NormalWS[3] : NORMAL; 32 float3 roundedEdgeTessFactor = tess_factor; 71 float3 PositionWS : POSITION; 72 float3 NormalWS : NORMAL; [all …]
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D | hlsl.samplegrad.array.dx10.frag | 31 …float4 txval20 = g_tTex2df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(… 32 …int4 txval21 = g_tTex2di4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(… 33 …uint4 txval22 = g_tTex2du4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float2(1.1, 1.2), float2(… 35 … g_tTexcdf4 . SampleGrad(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), float3(1.1, 1.2, 1.3), float3(1.1, 1… 36 … g_tTexcdi4 . SampleGrad(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), float3(1.1, 1.2, 1.3), float3(1.1, 1… 37 … g_tTexcdu4 . SampleGrad(g_sSamp, float4(0.1, 0.2, 0.3, 0.4), float3(1.1, 1.2, 1.3), float3(1.1, 1…
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D | hlsl.samplegrad.offset.dx10.frag | 39 …float4 txval30 = g_tTex3df4 . SampleGrad(g_sSamp, float3(0.1, 0.2, 0.3), float3(1.1, 1.2, 1.3), fl… 40 …int4 txval31 = g_tTex3di4 . SampleGrad(g_sSamp, float3(0.4, 0.5, 0.6), float3(1.1, 1.2, 1.3), fl… 41 …uint4 txval32 = g_tTex3du4 . SampleGrad(g_sSamp, float3(0.7, 0.8, 0.9), float3(1.1, 1.2, 1.3), fl…
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/external/angle/src/libANGLE/renderer/d3d/d3d11/shaders/ |
D | MultiplyAlpha.hlsl | 116 color.rgb = round(color.rgb * float3(31, 63, 31)) / float3(31, 63, 31); 128 color.rgb = round(color.rgb * float3(31, 63, 31)) / float3(31, 63, 31); 202 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 210 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 222 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 229 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 240 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 247 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 258 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 266 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… [all …]
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D | Passthrough2DArray11.hlsl | 13 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 15 return TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rgba; 18 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 28 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 38 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 40 return float4(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rgb, 1.0f); 43 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 53 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 63 …nPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGETARRAYINDEX, in float3 inTexCoord : TEXCO… 65 return float4(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rg, 0.0f, 1.0f); [all …]
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/external/swiftshader/src/OpenGL/compiler/ |
D | Initialize.cpp | 29 TType *float3 = new TType(EbtFloat, 3); in InsertBuiltInFunctions() local 119 symbolTable.insertBuiltIn(ESSL3_BUILTINS, EOpModf, float3, "modf", float3, outFloat3); in InsertBuiltInFunctions() 142 symbolTable.insertBuiltIn(COMMON_BUILTINS, EOpCross, float3, "cross", float3, float3); in InsertBuiltInFunctions() 172 symbolTable.insertBuiltIn(ESSL3_BUILTINS, EOpOuterProduct, mat3, "outerProduct", float3, float3); in InsertBuiltInFunctions() 174 symbolTable.insertBuiltIn(ESSL3_BUILTINS, EOpOuterProduct, mat2x3, "outerProduct", float3, float2); in InsertBuiltInFunctions() 175 symbolTable.insertBuiltIn(ESSL3_BUILTINS, EOpOuterProduct, mat3x2, "outerProduct", float2, float3); 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() 241 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float3); in InsertBuiltInFunctions() 243 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "textureCube", samplerCube, float3); in InsertBuiltInFunctions() [all …]
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/external/llvm-project/clang/test/SemaObjC/ |
D | x86-method-vector-values.m | 16 typedef __attribute__((__ext_vector_type__(3))) float float3; typedef 31 -(void)takeVector:(float3)v; // there should be no diagnostic at declaration argument 40 -(void)takeVector:(float3)v { argument 42 …// expected-error@-2 {{'float3' (vector of 3 'float' values) parameter type is unsupported; suppor… 44 …// expected-error@-4 {{'float3' (vector of 3 'float' values) parameter type is unsupported; suppor… 48 -(float3)retVector { // expected-error {{'float3' (vector of 3 'float' values) return type is unsup… 51 -(void)takeVector2:(float3)v AVAILABLE_MACOS_10_10 { // expected-error {{'float3' (vector of 3 'flo… argument 54 -(void)takeVector3:(float3)v AVAILABLE_MACOS_10_11 { // expected-error {{'float3' (vector of 3 'flo… argument 57 -(void)takeVector4:(float3)v AVAILABLE_IOS_8 { // expected-error {{'float3' (vector of 3 'float' va… argument 60 -(void)takeVector5:(float3)v AVAILABLE_IOS_9 { // expected-error {{'float3' (vector of 3 'float' va… argument [all …]
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/external/skia/tests/sksl/blend/ |
D | BlendSaturation.metal | 13 float3 _blend_set_color_luminance_h3h3hh3(float3 hueSatColor, float alpha, float3 lumColor) { 14 float lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 15 …float3 result = (lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), h… 27 float3 _blend_set_color_saturation_helper_h3h3h(float3 minMidMax, float sat) { 29 return float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); 31 return float3(0.0); 34 float3 _blend_set_color_saturation_h3h3h3(float3 hueLumColor, float3 satColor) { 57 float3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w; 58 float3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w;
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D | BlendHue.metal | 13 float3 _blend_set_color_luminance_h3h3hh3(float3 hueSatColor, float alpha, float3 lumColor) { 14 float lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 15 …float3 result = (lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), h… 27 float3 _blend_set_color_saturation_helper_h3h3h(float3 minMidMax, float sat) { 29 return float3(0.0, (sat * (minMidMax.y - minMidMax.x)) / (minMidMax.z - minMidMax.x), sat); 31 return float3(0.0); 34 float3 _blend_set_color_saturation_h3h3h3(float3 hueLumColor, float3 satColor) { 57 float3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w; 58 float3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w;
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D | BlendLuminosity.metal | 13 float3 _blend_set_color_luminance_h3h3hh3(float3 hueSatColor, float alpha, float3 lumColor) { 14 float lum = dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), lumColor); 15 …float3 result = (lum - dot(float3(0.30000001192092896, 0.5899999737739563, 0.10999999940395355), h… 32 float3 _1_sda = _uniforms.src.xyz * _uniforms.dst.w; 33 float3 _2_dsa = _uniforms.dst.xyz * _uniforms.src.w;
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/external/skqp/src/sksl/ |
D | sksl.inc | 131 float3 cross(float3 x, float3 y); 149 float3x3 outerProduct(float3 c, float3 r); 151 float2x3 outerProduct(float3 c, float2 r); 152 float3x2 outerProduct(float2 c, float3 r); 155 float3x4 outerProduct(float4 c, float3 r); 156 float4x3 outerProduct(float3 c, float4 r); 260 float2 textureQueryLod($gsampler3D sampler, float3 P); 261 float2 textureQueryLod($gsamplerCube sampler, float3 P); 264 float2 textureQueryLod($gsamplerCubeArray sampler, float3 P); 267 float2 textureQueryLod(samplerCubeShadow sampler, float3 P); [all …]
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/external/skia/resources/sksl/folding/ |
D | MatrixFoldingES2.sksl | 23 ok = ok && (float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), float3(0.0, 0.0, 1.0)) == 25 ok = ok && (float3x3(float3(9.0, 0.0, 0.0), float3(0.0, 9.0, 0.0), float3(0.0, 0.0, 1.0)) == 28 ok = ok && (float3x3(float3(9).x00, float3(9).0x0, float3(unknownInput).00x) ==
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/external/skia/tests/sksl/shared/ |
D | ResizeMatrixNonsquare.metal | 14 return float3x3(float3(x0[0].xyz), float3(x0[1].xyz), float3(0.0, 0.0, 1.0)); 17 return float3x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0)); 23 …return float4x3(float3(x0[0].xy, 0.0), float3(x0[1].xy, 0.0), float3(x0[2].xy, 1.0), float3(x0[3].…
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/external/angle/src/libANGLE/renderer/metal/shaders/ |
D | common.h | 74 static inline float3 cubeTexcoords(float2 texcoords, int face) in cubeTexcoords() 80 return float3(1.0, -texcoords.y, -texcoords.x); in cubeTexcoords() 82 return float3(-1.0, -texcoords.y, texcoords.x); in cubeTexcoords() 84 return float3(texcoords.x, 1.0, texcoords.y); in cubeTexcoords() 86 return float3(texcoords.x, -1.0, -texcoords.y); in cubeTexcoords() 88 return float3(texcoords.x, -texcoords.y, 1.0); in cubeTexcoords() 90 return float3(-texcoords.x, -texcoords.y, -1.0); in cubeTexcoords() 92 return float3(texcoords, 0); in cubeTexcoords() 114 float3 linear1 = color.rgb / 12.92; in sRGBtoLinear() 115 float3 linear2 = pow((color.rgb + float3(0.055)) / 1.055, 2.4); in sRGBtoLinear() [all …]
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