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Searched refs:valueMask (Results 1 – 11 of 11) sorted by relevance

/external/angle/src/libANGLE/renderer/vulkan/shaders/src/
DConvertVertex.comp216 uint valueMask;
222 valueMask = component == 3 ? 0x03 : 0x3FF;
237 valueMask = valueBits == 32 ? -1 : (1 << valueBits) - 1;
248 valueAsUint = (block >> shiftBits) & valueMask;
273 SrcType value = float(valueAsInt) / (valueMask >> 1);
276 float positiveMax = valueMask;
311 uint valueMask = valueBits == 32 ? -1 : (1 << valueBits) - 1;
312 uint valueAsUint = (uint(value) & valueMask) << shiftBits;
/external/mesa3d/src/mesa/swrast/
Ds_stencil.c179 s = (GLubyte) (stencil[j] & valueMask); \
218 const GLuint valueMask = ctx->Stencil.ValueMask[face]; in do_stencil_test() local
219 const GLubyte ref = (GLubyte) (_mesa_get_stencil_ref(ctx, face) & valueMask); in do_stencil_test()
/external/angle/src/libANGLE/renderer/vulkan/shaders/gen/
DConvertVertex.comp.00000001.inc227 // uint valueMask;
232 // valueMask = component == 3 ? 0x03 : 0x3FF;
247 // valueMask = valueBits == 32 ? - 1 :(1 << valueBits)- 1;
258 // valueAsUint =(block >> shiftBits)& valueMask;
282 // uint valueMask = valueBits == 32 ? - 1 :(1 << valueBits)- 1;
283 // uint valueAsUint =(uint(value)& valueMask)<< shiftBits;
DConvertVertex.comp.00000000.inc242 // uint valueMask;
247 // valueMask = component == 3 ? 0x03 : 0x3FF;
262 // valueMask = valueBits == 32 ? - 1 :(1 << valueBits)- 1;
273 // valueAsUint =(block >> shiftBits)& valueMask;
304 // uint valueMask = valueBits == 32 ? - 1 :(1 << valueBits)- 1;
305 // uint valueAsUint =(uint(value)& valueMask)<< shiftBits;
DConvertVertex.comp.00000005.inc220 // uint valueMask;
225 // valueMask = component == 3 ? 0x03 : 0x3FF;
240 // valueMask = valueBits == 32 ? - 1 :(1 << valueBits)- 1;
251 // valueAsUint =(block >> shiftBits)& valueMask;
254 // float positiveMax = valueMask;
DConvertVertex.comp.00000004.inc233 // uint valueMask;
238 // valueMask = component == 3 ? 0x03 : 0x3FF;
253 // valueMask = valueBits == 32 ? - 1 :(1 << valueBits)- 1;
264 // valueAsUint =(block >> shiftBits)& valueMask;
274 // float value = float(valueAsInt)/(valueMask >> 1);
DConvertVertex.comp.00000007.inc216 // uint valueMask;
221 // valueMask = component == 3 ? 0x03 : 0x3FF;
236 // valueMask = valueBits == 32 ? - 1 :(1 << valueBits)- 1;
247 // valueAsUint =(block >> shiftBits)& valueMask;
DConvertVertex.comp.00000003.inc218 // uint valueMask;
223 // valueMask = component == 3 ? 0x03 : 0x3FF;
238 // valueMask = valueBits == 32 ? - 1 :(1 << valueBits)- 1;
249 // valueAsUint =(block >> shiftBits)& valueMask;
DConvertVertex.comp.00000002.inc230 // uint valueMask;
235 // valueMask = component == 3 ? 0x03 : 0x3FF;
250 // valueMask = valueBits == 32 ? - 1 :(1 << valueBits)- 1;
261 // valueAsUint =(block >> shiftBits)& valueMask;
DConvertVertex.comp.00000006.inc218 // uint valueMask;
223 // valueMask = component == 3 ? 0x03 : 0x3FF;
238 // valueMask = valueBits == 32 ? - 1 :(1 << valueBits)- 1;
249 // valueAsUint =(block >> shiftBits)& valueMask;
/external/deqp/modules/gles31/functional/
Des31fShaderAtomicOpTests.cpp580 const deUint32 valueMask = numBits == 32 ? ~0u : (1u<<numBits)-1u; in ShaderAtomicAndCase() local
581 …m_initialValue = ~((1u<<(numBits-1u)) | 1u) & valueMask; // All bits except lowest and highest set. in ShaderAtomicAndCase()
592 const deUint32 valueMask = numBits == 32 ? ~0u : (1u<<numBits)-1u; in getInputs() local
600 …*(deUint32*)((deUint8*)inputs + stride*(groupOffset+localNdx)) = (rnd.getUint32() & valueMask) | g… in getInputs()