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Searched refs:floatToHalfBits (Results 1 – 6 of 6) sorted by relevance

/external/swiftshader/src/Pipeline/
DSpirvShaderImage.cpp1102 packed[0] = floatToHalfBits(texel.UInt(0), false) | floatToHalfBits(texel.UInt(1), true); in EmitImageWrite()
1103 packed[1] = floatToHalfBits(texel.UInt(2), false) | floatToHalfBits(texel.UInt(3), true); in EmitImageWrite()
1120 packed[0] = floatToHalfBits(texel.UInt(0), false) | floatToHalfBits(texel.UInt(1), true); in EmitImageWrite()
1130 …packed[0] = ((floatToHalfBits(As<SIMD::UInt>(Max(texel.Float(0), SIMD::Float(0.0f))), false) & SIM… in EmitImageWrite()
1131 …((floatToHalfBits(As<SIMD::UInt>(Max(texel.Float(1), SIMD::Float(0.0f))), false) & SIMD::UInt(0x7F… in EmitImageWrite()
1132 …((floatToHalfBits(As<SIMD::UInt>(Max(texel.Float(2), SIMD::Float(0.0f))), false) & SIMD::UInt(0x7F… in EmitImageWrite()
1136 packed[0] = floatToHalfBits(texel.UInt(0), false); in EmitImageWrite()
DSpirvShaderGLSLstd450.cpp473 dst.move(0, floatToHalfBits(val.UInt(0), false) | floatToHalfBits(val.UInt(1), true)); in EmitExtGLSLstd450()
DShaderCore.cpp582 SIMD::UInt floatToHalfBits(SIMD::UInt floatBits, bool storeInUpperBits) in floatToHalfBits() function
625 auto halfBits = floatToHalfBits(As<UInt4>(Max(value, Float4(0.0f))), true); in r11g11b10Pack()
DShaderCore.hpp224 sw::SIMD::UInt floatToHalfBits(sw::SIMD::UInt floatBits, bool storeInUpperBits);
/external/swiftshader/src/Shader/
DShaderCore.hpp381 void floatToHalfBits(Float4& dst, const Float4& floatBits, bool storeInUpperBits);
DShaderCore.cpp1230 void ShaderCore::floatToHalfBits(Float4& dst, const Float4& floatBits, bool storeInUpperBits) in floatToHalfBits() function in sw::ShaderCore
1270 floatToHalfBits(d.x, s0.x, false); in packHalf2x16()
1271 floatToHalfBits(d.x, s0.y, true); in packHalf2x16()