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/external/angle/src/libANGLE/renderer/d3d/d3d11/shaders/
DMultiplyAlpha.hlsl7 Texture2D<float4> TextureF : register(t0);
9 Texture3D<float4> TextureF_3D : register(t0);
10 Texture2DArray<float4> TextureF_2DArray : register(t0);
19 float4 PS_FtoF_PM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S…
21 float4 color = TextureF.Sample(Sampler, inTexCoord).rgba;
26 float4 PS_FtoF_UM_LUMA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : S…
28 float4 color = TextureF.Sample(Sampler, inTexCoord).rgba;
38 float4 PS_FtoF_PM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0…
40 float4 color = TextureF.Sample(Sampler, inTexCoord).rgba;
45 float4 PS_FtoF_UM_LUMAALPHA_2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0…
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DPassthrough2D11.hlsl1 Texture2D<float4> TextureF : register(t0);
2 Texture2DMS<float4> TextureF_MS: register(t0);
9 out float4 outPosition : SV_POSITION, out float2 outTexCoord : TEXCOORD0)
11 outPosition = float4(inPosition, 0.0f, 1.0f);
15 float PS_PassthroughDepth2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
20 float4 PS_PassthroughRGBA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) :…
25 float4 PS_PassthroughA2D(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) : SV…
27 return float4(0.0f, 0.0f, 0.0f, TextureF.Sample(Sampler, inTexCoord).a);
30 float4 PS_PassthroughRGBA2DMS(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCORD0, …
35 uint4 PS_PassthroughRGBA2DUI(in float4 inPosition : SV_POSITION, in float2 inTexCoord : TEXCOORD0) …
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DClear11.hlsl27 out float4 outPosition : SV_POSITION)
30 outPosition = float4(corner.x, corner.y, 0.0f, 1.0f);
35 out float4 outPosition : SV_POSITION,
39 outPosition = float4(corner.x, corner.y, 0.0f, 1.0f);
43 void VS_Clear_FL9( in float4 inPosition : POSITION,
44 out float4 outPosition : SV_POSITION)
52 float4 inPosition : SV_Position;
58 float4 outPosition : SV_Position;
78 float4 color_Float : packoffset(c0);
102 float4 color0 : SV_TARGET0;
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DPassthrough2DArray11.hlsl7 Texture2DArray<float4> TextureF : register(t0);
13 float4 PS_PassthroughRGBA2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTAR…
18 uint4 PS_PassthroughRGBA2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTA…
28 int4 PS_PassthroughRGBA2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG…
38 float4 PS_PassthroughRGB2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARG…
40 return float4(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rgb, 1.0f);
43 uint4 PS_PassthroughRGB2DArrayUI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTAR…
53 int4 PS_PassthroughRGB2DArrayI(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGE…
63 float4 PS_PassthroughRG2DArray(in float4 inPosition : SV_POSITION, in uint inLayer : SV_RENDERTARGE…
65 return float4(TextureF.Sample(Sampler, float3(inTexCoord.xy, inLayer)).rg, 0.0f, 1.0f);
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DPassthrough3D11.hlsl7 Texture3D<float4> TextureF : register(t0);
22 float4 Position : SV_POSITION;
29 float4 Position : SV_POSITION;
38 output.Position = float4(input.Position, 0.0f, 1.0f);
60 float4 PS_PassthroughRGBA3D(GS_OUTPUT input) : SV_TARGET0
81 float4 PS_PassthroughRGB3D(GS_OUTPUT input) : SV_TARGET0
83 return float4(TextureF.Sample(Sampler, input.TexCoord).rgb, 1.0f);
102 float4 PS_PassthroughRG3D(GS_OUTPUT input) : SV_TARGET0
104 return float4(TextureF.Sample(Sampler, input.TexCoord).rg, 0.0f, 1.0f);
123 float4 PS_PassthroughR3D(GS_OUTPUT input) : SV_TARGET0
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/external/skia/tests/sksl/shared/
DEnum.metal7 float4 sk_FragColor [[color(0)]];
9 fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _…
13 _out.sk_FragColor = float4(1.0);
16 _out.sk_FragColor = float4(2.0);
19 _out.sk_FragColor = float4(6.0);
21 _out.sk_FragColor = float4(7.0);
22 _out.sk_FragColor = float4(-8.0);
23 _out.sk_FragColor = float4(-9.0);
24 _out.sk_FragColor = float4(10.0);
26 _out.sk_FragColor = float4(11.0);
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DSwizzleConstants.metal5 float4 testInputs;
6 float4 colorGreen;
7 float4 colorRed;
12 float4 sk_FragColor [[color(0)]];
15 …t Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[posit…
18 float4 v = _uniforms.testInputs;
19 v = float4(v.x, 1.0, 1.0, 1.0);
20 v = float4(v.xy, 1.0, 1.0);
21 v = float4(v.x, 1.0, 1.0, 1.0);
22 v = float4(0.0, v.y, 1.0, 1.0);
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DDeadStripFunctions.metal5 float4 colorGreen;
6 float4 colorRed;
11 float4 sk_FragColor [[color(0)]];
13 float4 unpremul_h4h4(float4 color) {
14 return float4(color.xyz / max(color.w, 9.9999997473787516e-05), color.w);
17 float4 live_fn_h4h4h4(float4 a, float4 b) {
20 …t Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[posit…
23 float4 a;
24 float4 b;
26 a = live_fn_h4h4h4(float4(3.0), float4(-5.0));
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DSwizzleOpt.metal5 float4 colorRed;
6 float4 colorGreen;
7 float4 testInputs;
12 float4 sk_FragColor [[color(0)]];
15 float fn_hh4(float4 v) {
20 …t Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[posit…
23 float4 v = _uniforms.testInputs;
24 v = float4(0.0, v.zyx);
25 v = float4(0.0, 0.0, v.xw);
26 v = float4(1.0, 1.0, v.wx);
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DSwizzleByConstantIndex.metal5 float4 testInputs;
6 float4 colorGreen;
7 float4 colorRed;
12 float4 sk_FragColor [[color(0)]];
15 …t Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[posit…
18 float4 _0_v = _uniforms.testInputs;
23 float4 a = float4(_1_x, _2_y, _3_z, _4_w);
28 float4 b = float4(_9_x, _10_y, _11_z, _12_w);
29 float4 _13_v = float4(0.0, 1.0, 2.0, 3.0);
34 float4 c = float4(_14_x, _15_y, _16_z, _17_w);
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DCommaSideEffects.metal5 float4 colorRed;
6 float4 colorGreen;
7 float4 colorWhite;
8 float4 colorBlack;
13 float4 sk_FragColor [[color(0)]];
15 void setToColorBlack_vh4(Uniforms _uniforms, thread float4& x);
16 void _skOutParamHelper0_setToColorBlack_vh4(Uniforms _uniforms, thread float4& d) {
17 float4 _var0;
22 void setToColorBlack_vh4(Uniforms _uniforms, thread float4& x) {
25 …t Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[posit…
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DVectorScalarMath.metal5 float4 colorRed;
6 float4 colorGreen;
12 float4 sk_FragColor [[color(0)]];
55 …t Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[posit…
59 float4 _1_inputRed = _uniforms.colorRed;
60 float4 _2_inputGreen = _uniforms.colorGreen;
61 float4 _3_x = _1_inputRed + 2.0;
62 _0_ok = _0_ok && all(_3_x == float4(3.0, 2.0, 2.0, 3.0));
64 _0_ok = _0_ok && all(_3_x == float4(-1.0, -1.0, -2.0, -2.0));
66 _0_ok = _0_ok && all(_3_x == float4(2.0, 1.0, 1.0, 2.0));
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DResizeMatrixNonsquare.metal5 float4 colorGreen;
6 float4 colorRed;
11 float4 sk_FragColor [[color(0)]];
20 …return float4x4(float4(x0[0].xyz, 0.0), float4(x0[1].xyz, 0.0), float4(x0[2].xyz, 0.0), float4(x0[…
26 …return float4x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(x0[2].xyzw), float4(0.0, 0.0, 0.0, …
29 return float3x4(float4(x0[0].xyzw), float4(x0[1].xyzw), float4(0.0, 0.0, 1.0, 0.0));
32 return float2x4(float4(x0[0].xy, 0.0, 0.0), float4(x0[1].xy, 0.0, 0.0));
38 …t Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[posit…
/external/skia/tests/
DSkVxTest.cpp12 using float4 = skvx::Vec<4,float>; typedef
34 static_assert(sizeof(float4) == 16, ""); in DEF_TEST()
42 int4 mask = float4{1,2,3,4} < float4{1,2,4,8}; in DEF_TEST()
63 REPORTER_ASSERT(r, min(float4{1,2,3,4}) == 1); in DEF_TEST()
64 REPORTER_ASSERT(r, max(float4{1,2,3,4}) == 4); in DEF_TEST()
78 REPORTER_ASSERT(r, all(if_then_else(float4{1,2,3,2} <= float4{2,2,2,2}, float4(42), float4(47)) in DEF_TEST()
79 == float4{42,42,47,42})); in DEF_TEST()
81 REPORTER_ASSERT(r, all(floor(float4{-1.5f,1.5f,1.0f,-1.0f}) == float4{-2.0f,1.0f,1.0f,-1.0f})); in DEF_TEST()
82 REPORTER_ASSERT(r, all( ceil(float4{-1.5f,1.5f,1.0f,-1.0f}) == float4{-1.0f,2.0f,1.0f,-1.0f})); in DEF_TEST()
83 REPORTER_ASSERT(r, all(trunc(float4{-1.5f,1.5f,1.0f,-1.0f}) == float4{-1.0f,1.0f,1.0f,-1.0f})); in DEF_TEST()
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/external/eigen/Eigen/src/Core/arch/CUDA/
DPacketMath.h21 template<> struct is_arithmetic<float4> { enum { value = true }; };
26 typedef float4 type;
27 typedef float4 half;
85 template<> struct unpacket_traits<float4> { typedef float type; enum {size=4, alignment=Aligned16…
88 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 pset1<float4>(const float& from) {
96 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 plset<float4>(const float& a) {
103 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 padd<float4>(const float4& a, const float4&…
110 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 psub<float4>(const float4& a, const float4&…
117 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 pnegate(const float4& a) {
124 template<> EIGEN_DEVICE_FUNC EIGEN_STRONG_INLINE float4 pconj(const float4& a) { return a; }
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/external/deqp-deps/glslang/Test/
Dhlsl.array.frag1 float4 a[4];
4 float4 m[7];
7 static float4 C = float4(1,2,3,4);
8 float4 a1[1] = { float4(1,2,3,4) };
9 float4 a2[2] = { float4(1,2,3,4), float4(5,2,3,4), };
10 const float4 c1[1] = { float4(1,2,3,4) };
11 static const float4 c2[2] = { C, float4(1,2,3,4), };
13 float4 PixelShaderFunction(int i : sem1, float4 input[3] : sem2) : SV_TARGET0
15 float4 b[10] = { C, C, C, C, C, C, C, C, C, C };
16 float4 tmp = C + a1[0] + c1[0] + a2[i] + c2[i];
Dhlsl.structbuffer.append.fn.frag2 // float4 Fn1(ConsumeStructuredBuffer<float4> arg_c)
7 float4 Fn2(AppendStructuredBuffer<float4> arg_a, ConsumeStructuredBuffer<float4> arg_c)
9 arg_a.Append(float4(1,2,3,4));
13 AppendStructuredBuffer<float4> sbuf_a;
14 ConsumeStructuredBuffer<float4> sbuf_c;
16 AppendStructuredBuffer<float4> sbuf_unused;
18 float4 main(uint pos : FOO) : SV_Target0
/external/angle/third_party/vulkan-deps/glslang/src/Test/
Dhlsl.array.frag1 float4 a[4];
4 float4 m[7];
7 static float4 C = float4(1,2,3,4);
8 float4 a1[1] = { float4(1,2,3,4) };
9 float4 a2[2] = { float4(1,2,3,4), float4(5,2,3,4), };
10 const float4 c1[1] = { float4(1,2,3,4) };
11 static const float4 c2[2] = { C, float4(1,2,3,4), };
13 float4 PixelShaderFunction(int i : sem1, float4 input[3] : sem2) : SV_TARGET0
15 float4 b[10] = { C, C, C, C, C, C, C, C, C, C };
16 float4 tmp = C + a1[0] + c1[0] + a2[i] + c2[i];
Dhlsl.structbuffer.append.fn.frag2 // float4 Fn1(ConsumeStructuredBuffer<float4> arg_c)
7 float4 Fn2(AppendStructuredBuffer<float4> arg_a, ConsumeStructuredBuffer<float4> arg_c)
9 arg_a.Append(float4(1,2,3,4));
13 AppendStructuredBuffer<float4> sbuf_a;
14 ConsumeStructuredBuffer<float4> sbuf_c;
16 AppendStructuredBuffer<float4> sbuf_unused;
18 float4 main(uint pos : FOO) : SV_Target0
/external/eigen/unsupported/Eigen/src/SpecialFunctions/arch/CUDA/
DCudaSpecialFunctions.h23 float4 plgamma<float4>(const float4& a)
36 float4 pdigamma<float4>(const float4& a)
50 float4 pzeta<float4>(const float4& x, const float4& q)
64 float4 ppolygamma<float4>(const float4& n, const float4& x)
78 float4 perf<float4>(const float4& a)
91 float4 perfc<float4>(const float4& a)
106 float4 pigamma<float4>(const float4& a, const float4& x)
124 float4 pigammac<float4>(const float4& a, const float4& x)
142 float4 pbetainc<float4>(const float4& a, const float4& b, const float4& x)
/external/clang/test/SemaOpenCL/
Dvector_literals_const.cl18 typedef float float4 __attribute((ext_vector_type(4)));
20 __constant float4 f_1_1_1_1 = (float4)(1,2,3,4);
21 __constant float4 f_2_1_1 = (float4)((float2)(1,2),3,4);
22 __constant float4 f_1_2_1 = (float4)(1,(float2)(2,3),4);
23 __constant float4 f_1_1_2 = (float4)(1,2,(float2)(3,4));
24 __constant float4 f_2_2 = (float4)((float2)(1,2),(float2)(3,4));
25 __constant float4 f_3_1 = (float4)((float3)(1,2,3),4);
26 __constant float4 f_1_3 = (float4)(1,(float3)(2,3,4));
/external/skia/tests/sksl/intrinsics/
DMixFloat.metal5 float4 colorGreen;
6 float4 colorRed;
7 float4 colorBlack;
8 float4 colorWhite;
9 float4 testInputs;
14 float4 sk_FragColor [[color(0)]];
17 …t Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[posit…
20 float4 expectedBW = float4(0.5, 0.5, 0.5, 1.0);
21 float4 expectedWT = float4(1.0, 0.5, 1.0, 2.25);
22float4(0.0, 1.0, 0.0, 1.0)) && all(mix(_uniforms.colorGreen, _uniforms.colorRed, 0.25) == float4(0…
DClampFloat.metal5 float4 testInputs;
6 float4 colorGreen;
7 float4 colorRed;
12 float4 sk_FragColor [[color(0)]];
15 …t Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[posit…
18 float4 expectedA = float4(-1.0, 0.0, 0.75, 1.0);
19 float4 clampLow = float4(-1.0, -2.0, -2.0, 1.0);
20 float4 expectedB = float4(-1.0, 0.0, 0.5, 2.25);
21 float4 clampHigh = float4(1.0, 2.0, 0.5, 3.0);
DModf.metal5 float4 colorGreen;
6 float4 colorRed;
11 float4 sk_FragColor [[color(0)]];
13 float _skOutParamHelper0_modf(float _var0, thread float4& whole) {
19 float2 _skOutParamHelper1_modf(float2 _var0, thread float4& whole) {
25 float3 _skOutParamHelper2_modf(float3 _var0, thread float4& whole) {
31 float4 _skOutParamHelper3_modf(float4 _var0, thread float4& whole) {
32 float4 _var1;
33 float4 _skResult = modf(_var0, _var1);
38 …t Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[posit…
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/external/swiftshader/src/Shader/
DConstants.hpp31 float4 uvWeight[17];
32 float4 uvStart[17];
78 float4 sampleX[4][16];
79 float4 sampleY[4][16];
80 float4 weight[16];
86 float4 X[4];
87 float4 Y[4];
99 float4 unscaleByte;
100 float4 unscaleSByte;
101 float4 unscaleShort;
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