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

/external/skia/tests/sksl/blend/
DBlendLuminosity.glsl8 float minComp = min(min(result.x, result.y), result.z);
10 if (minComp < 0.0 && lum != minComp) {
11 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendLuminosityStandaloneSettings.glsl8 float minComp = min(min(result.x, result.y), result.z);
10 if (minComp < 0.0 && lum != minComp) {
11 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendColorStandaloneSettings.glsl8 float minComp = min(min(result.x, result.y), result.z);
10 if (minComp < 0.0 && lum != minComp) {
11 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendColor.glsl8 float minComp = min(min(result.x, result.y), result.z);
10 if (minComp < 0.0 && lum != minComp) {
11 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendLuminosity.metal16 float minComp = min(min(result.x, result.y), result.z);
18 if (minComp < 0.0 && lum != minComp) {
19 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendColor.metal16 float minComp = min(min(result.x, result.y), result.z);
18 if (minComp < 0.0 && lum != minComp) {
19 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendHue.glsl8 float minComp = min(min(result.x, result.y), result.z);
10 if (minComp < 0.0 && lum != minComp) {
11 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendSaturation.glsl8 float minComp = min(min(result.x, result.y), result.z);
10 if (minComp < 0.0 && lum != minComp) {
11 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendHueStandaloneSettings.glsl8 float minComp = min(min(result.x, result.y), result.z);
10 if (minComp < 0.0 && lum != minComp) {
11 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendSaturationStandaloneSettings.glsl8 float minComp = min(min(result.x, result.y), result.z);
10 if (minComp < 0.0 && lum != minComp) {
11 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendColor.asm.frag14 OpName %minComp "minComp"
43 OpDecorate %minComp RelaxedPrecision
170 %minComp = OpVariable %_ptr_Function_float Function
191 OpStore %minComp %38
201 %56 = OpLoad %float %minComp
207 %62 = OpLoad %float %minComp
222 %74 = OpLoad %float %minComp
DBlendLuminosity.asm.frag14 OpName %minComp "minComp"
43 OpDecorate %minComp RelaxedPrecision
170 %minComp = OpVariable %_ptr_Function_float Function
191 OpStore %minComp %38
201 %56 = OpLoad %float %minComp
207 %62 = OpLoad %float %minComp
222 %74 = OpLoad %float %minComp
DBlendSaturation.metal16 float minComp = min(min(result.x, result.y), result.z);
18 if (minComp < 0.0 && lum != minComp) {
19 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendHue.metal16 float minComp = min(min(result.x, result.y), result.z);
18 if (minComp < 0.0 && lum != minComp) {
19 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendSaturation.asm.frag14 OpName %minComp "minComp"
46 OpDecorate %minComp RelaxedPrecision
253 %minComp = OpVariable %_ptr_Function_float Function
274 OpStore %minComp %40
284 %58 = OpLoad %float %minComp
290 %64 = OpLoad %float %minComp
305 %76 = OpLoad %float %minComp
DBlendHue.asm.frag14 OpName %minComp "minComp"
46 OpDecorate %minComp RelaxedPrecision
253 %minComp = OpVariable %_ptr_Function_float Function
274 OpStore %minComp %40
284 %58 = OpLoad %float %minComp
290 %64 = OpLoad %float %minComp
305 %76 = OpLoad %float %minComp
DBlendEnumStandaloneSettings.glsl52 float minComp = min(min(result.x, result.y), result.z);
54 if (minComp < 0.0 && lum != minComp) {
55 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendEnum.glsl52 float minComp = min(min(result.x, result.y), result.z);
54 if (minComp < 0.0 && lum != minComp) {
55 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendEnum.metal60 float minComp = min(min(result.x, result.y), result.z);
62 if (minComp < 0.0 && lum != minComp) {
63 result = lum + (result - lum) * (lum / (lum - minComp));
DBlendEnum.asm.frag26 OpName %minComp "minComp"
412 OpDecorate %minComp RelaxedPrecision
1506 %minComp = OpVariable %_ptr_Function_float Function
1527 OpStore %minComp %456
1537 %474 = OpLoad %float %minComp
1543 %479 = OpLoad %float %minComp
1558 %491 = OpLoad %float %minComp
/external/skia/tests/sksl/inliner/
DInlinerCanBeDisabledStandaloneSettings.glsl7 float minComp = min(min(result.x, result.y), result.z);
9 if (minComp < 0.0 && lum != minComp) {
10 result = lum + (result - lum) * (lum / (lum - minComp));
DInlinerCanBeDisabled.glsl13 float minComp = min(min(result.x, result.y), result.z);
15 if (minComp < 0.0 && lum != minComp) {
16 result = lum + (result - lum) * (lum / (lum - minComp));
/external/deqp/framework/referencerenderer/
DrrFragmentOperations.cpp556 inline float minComp (const Vec3& v) in minComp() function
573 return maxComp(rgb) - minComp(rgb); in saturation()
582 const float minC = minComp(color); in setLum()
595 const float minbase = minComp(cbase); in setLumSat()
/external/skia/src/sksl/
Dsksl_gpu.sksl431 half minComp = min(min(result.r, result.g), result.b);
433 if (minComp < 0 && lum != minComp) {
434 result = lum + (result - lum) * _guarded_divide(lum, (lum - minComp));
/external/deqp/framework/common/
DtcuTexLookupVerifier.cpp122 static T minComp (const Vector<T, Size>& vec) in minComp() function
148 const float step = de::max(minComp(minStep), 1.0f / float(maxSteps)); in computeBilinearSearchStepFromFloatLine()
166 const float step = de::max(minComp(minStep), 1.0f / float(maxSteps)); in computeBilinearSearchStepFromFloatQuad()
177 const float step = minComp(minStep); in computeBilinearSearchStepForUnorm()
188 const float step = minComp(minStep); in computeBilinearSearchStepForSnorm()