/external/swiftshader/src/Shader/ |
D | ShaderCore.hpp | 43 class Vector4f class 46 Vector4f(); 47 Vector4f(float x, float y, float z, float w); 48 Vector4f(const Vector4f &rhs); 51 Vector4f &operator=(const Vector4f &rhs); 83 Float4 dot2(const Vector4f &v0, const Vector4f &v1); 84 Float4 dot3(const Vector4f &v0, const Vector4f &v1); 85 Float4 dot4(const Vector4f &v0, const Vector4f &v1); 125 Register &operator=(const Vector4f &rhs) in operator =() 135 operator Vector4f() in operator Vector4f() [all …]
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D | PixelProgram.hpp | 42 Vector4f c[RENDERTARGETS]; 46 Vector4f vPos; 47 Vector4f vFace; 50 Vector4f p0; 66 …Vector4f sampleTexture(const Src &sampler, Vector4f &uvwq, Float4 &bias, Vector4f &dsx, Vector4f &… 67 …Vector4f sampleTexture(int samplerIndex, Vector4f &uvwq, Float4 &bias, Vector4f &dsx, Vector4f &ds… 70 void clampColor(Vector4f oC[RENDERTARGETS]); 74 Vector4f fetchRegister(const Src &src, unsigned int offset = 0); 75 Vector4f readConstant(const Src &src, unsigned int offset = 0); 86 void M3X2(Vector4f &dst, Vector4f &src0, const Src &src1); [all …]
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D | VertexProgram.hpp | 43 Vector4f a0; 45 Vector4f p0; 72 Vector4f fetchRegister(const Src &src, unsigned int offset = 0); 73 Vector4f readConstant(const Src &src, unsigned int offset = 0); 80 void M3X2(Vector4f &dst, Vector4f &src0, Src &src1); 81 void M3X3(Vector4f &dst, Vector4f &src0, Src &src1); 82 void M3X4(Vector4f &dst, Vector4f &src0, Src &src1); 83 void M4X3(Vector4f &dst, Vector4f &src0, Src &src1); 84 void M4X4(Vector4f &dst, Vector4f &src0, Src &src1); 86 void BREAKC(Vector4f &src0, Vector4f &src1, Control); [all …]
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D | ShaderCore.cpp | 72 Vector4f::Vector4f() in Vector4f() function in sw::Vector4f 76 Vector4f::Vector4f(float x, float y, float z, float w) in Vector4f() function in sw::Vector4f 84 Vector4f::Vector4f(const Vector4f &rhs) in Vector4f() function in sw::Vector4f 92 Vector4f &Vector4f::operator=(const Vector4f &rhs) in operator =() 102 Float4 &Vector4f::operator[](int i) in operator []() 473 Float4 dot2(const Vector4f &v0, const Vector4f &v1) in dot2() 478 Float4 dot3(const Vector4f &v0, const Vector4f &v1) in dot3() 483 Float4 dot4(const Vector4f &v0, const Vector4f &v1) in dot4() 577 const Vector4f RegisterFile::operator[](RValue<Int4> index) in operator []() 586 Vector4f r; in operator []() [all …]
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D | SamplerCore.hpp | 53 … &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy); 54 …Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 … 55 static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod); 58 …loat4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &o… 63 …Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, F… 64 …Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Fl… 65 …Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Flo… 66 …Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, F… 67 …Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float… 68 …Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vec… [all …]
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D | VertexPipeline.hpp | 34 void processTextureCoordinate(int stage, Vector4f &normal, Vector4f &position); 37 Vector4f transformBlend(const Register &src, const Pointer<Byte> &matrix, bool homogenous); 38 Vector4f transform(const Register &src, const Pointer<Byte> &matrix, bool homogenous); 39 …Vector4f transform(const Register &src, const Pointer<Byte> &matrix, UInt index[4], bool homogenou… 40 Vector4f normalize(Vector4f &src);
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D | VertexPipeline.cpp | 40 …Vector4f VertexPipeline::transformBlend(const Register &src, const Pointer<Byte> &matrix, bool hom… in transformBlend() 42 Vector4f dst; in transformBlend() 109 Vector4f pos0; in transformBlend() 110 Vector4f pos1; in transformBlend() 124 Vector4f pos0; in transformBlend() 125 Vector4f pos1; in transformBlend() 126 Vector4f pos2; in transformBlend() 141 Vector4f pos0; in transformBlend() 142 Vector4f pos1; in transformBlend() 143 Vector4f pos2; in transformBlend() [all …]
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D | PixelProgram.cpp | 112 oC[i] = Vector4f(0.0f, 0.0f, 0.0f, 0.0f); in applyShader() 156 Vector4f d; in applyShader() 157 Vector4f s0; in applyShader() 158 Vector4f s1; in applyShader() 159 Vector4f s2; in applyShader() 160 Vector4f s3; in applyShader() 161 Vector4f s4; in applyShader() 391 Vector4f pDst; // FIXME: Rename in applyShader() 733 Vector4f color = c[index]; in rasterOperation() 748 …Vector4f PixelProgram::sampleTexture(const Src &sampler, Vector4f &uvwq, Float4 &bias, Vector4f &d… in sampleTexture() [all …]
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D | PixelRoutine.hpp | 54 void fogBlend(Vector4f &c0, Float4 &fog); 61 void alphaBlend(int index, Pointer<Byte> &cBuffer, Vector4f &oC, Int &x); 62 …void writeColor(int index, Pointer<Byte> &cBuffer, Int &i, Vector4f &oC, Int &sMask, Int &zMask, I… 80 …void blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFactor ble… 81 …void blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, BlendFacto…
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D | VertexProgram.cpp | 143 Vector4f d; in program() 144 Vector4f s0; in program() 145 Vector4f s1; in program() 146 Vector4f s2; in program() 147 Vector4f s3; in program() 148 Vector4f s4; in program() 366 Vector4f pDst; // FIXME: Rename in program() 688 Vector4f VertexProgram::fetchRegister(const Src &src, unsigned int offset) in fetchRegister() 690 Vector4f reg; in fetchRegister() 785 Vector4f mod; in fetchRegister() [all …]
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D | SamplerCore.cpp | 36 void applySwizzle(sw::SwizzleType swizzle, sw::Float4& f, const sw::Vector4f& c) in applySwizzle() 59 …> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy) in sampleTexture() 64 …loat4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &o… in sampleTexture() 129 …Vector4f cf = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, … in sampleTexture() 275 …Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float… in sampleTexture() 277 Vector4f c; in sampleTexture() 491 const Vector4f col(c); in sampleTexture() 502 Vector4f SamplerCore::textureSize(Pointer<Byte> &texture, Float4 &lod) in textureSize() 504 Vector4f size; in textureSize() 567 …::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &l… in sampleFilter() [all …]
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/external/swiftshader/src/Pipeline/ |
D | PixelRoutine.hpp | 60 …void writeColor(int index, const Pointer<Byte> &cBuffer, const Int &x, Vector4f &oC, const Int &sM… 61 void alphaBlend(int index, const Pointer<Byte> &cBuffer, Vector4f &oC, const Int &x); 80 …void blendFactor(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, VkBlendFactor b… 81 …void blendFactorAlpha(Vector4f &blendFactor, const Vector4f &oC, const Vector4f &pixel, VkBlendFac…
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D | SamplerCore.hpp | 61 …Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &q, Float &&lodOrBias, Float… 64 Float4 applySwizzle(const Vector4f &c, VkComponentSwizzle swizzle, bool integer); 71 …Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &… 72 …Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a… 73 …Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Flo… 74 …Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, F… 75 …Vector4f sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &dRef, Vect… 86 …Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &w, Float4 &dRef, const Int4 &sample, Pointer<Byte> &m… 87 Vector4f replaceBorderTexel(const Vector4f &c, Int4 valid);
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D | ShaderCore.hpp | 46 class Vector4f class 49 Vector4f(); 50 Vector4f(float x, float y, float z, float w); 51 Vector4f(const Vector4f &rhs); 54 Vector4f &operator=(const Vector4f &rhs); 210 Float4 dot2(const Vector4f &v0, const Vector4f &v1); 211 Float4 dot3(const Vector4f &v0, const Vector4f &v1); 212 Float4 dot4(const Vector4f &v0, const Vector4f &v1); 532 struct PrintValue::Ty<sw::Vector4f> 534 static std::string fmt(const sw::Vector4f &v) in fmt() [all …]
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D | PixelProgram.hpp | 44 Vector4f c[RENDERTARGETS]; 47 void clampColor(Vector4f oC[RENDERTARGETS]);
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D | ShaderCore.cpp | 67 Vector4f::Vector4f() in Vector4f() function in sw::Vector4f 71 Vector4f::Vector4f(float x, float y, float z, float w) in Vector4f() function in sw::Vector4f 79 Vector4f::Vector4f(const Vector4f &rhs) in Vector4f() function in sw::Vector4f 87 Vector4f &Vector4f::operator=(const Vector4f &rhs) in operator =() 97 Float4 &Vector4f::operator[](int i) in operator []() 457 Float4 dot2(const Vector4f &v0, const Vector4f &v1) in dot2() 462 Float4 dot3(const Vector4f &v0, const Vector4f &v1) in dot3() 467 Float4 dot4(const Vector4f &v0, const Vector4f &v1) in dot4()
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D | SpirvShaderSampling.cpp | 109 Vector4f dsx; in emitSamplerRoutine() 110 Vector4f dsy; in emitSamplerRoutine() 176 …Vector4f sample = s.sampleTexture(texture, uvwa, dRef, lod[i], dPdx, dPdy, offset, sampleId, sampl… in emitSamplerRoutine() 187 …Vector4f sample = s.sampleTexture(texture, uvwa, dRef, lodOrBias.x, (dsx.x), (dsy.x), offset, samp… in emitSamplerRoutine()
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D | SamplerCore.cpp | 29 Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &dRef, Float &&l… in sampleTexture() 31 Vector4f c; in sampleTexture() 273 const Vector4f col = c; in sampleTexture() 302 Float4 SamplerCore::applySwizzle(const Vector4f &c, VkComponentSwizzle swizzle, bool integer) in applySwizzle() 879 Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, co… in sampleFloatFilter() 881 …Vector4f c = sampleFloatAniso(texture, u, v, w, a, dRef, offset, sample, lod, anisotropy, uDelta, … in sampleFloatFilter() 890 …Vector4f cc = sampleFloatAniso(texture, u, v, w, a, dRef, offset, sample, lod, anisotropy, uDelta,… in sampleFloatFilter() 903 Vector4f SamplerCore::sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, con… in sampleFloatAniso() 905 Vector4f c; in sampleFloatAniso() 915 Vector4f cSum; in sampleFloatAniso() [all …]
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/external/eigen/bench/ |
D | sparse_trisolver.cpp | 191 Vector4f b = Vector4f::Random(); in main() 192 Vector4f x = Vector4f::Random(); in main() 206 Vector4f b = Vector4f::Random(); in main() 207 Vector4f x = Vector4f::Random(); in main()
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/external/eigen/doc/ |
D | StlContainers.dox | 22 std::map<int, Eigen::Vector4f> 26 std::map<int, Eigen::Vector4f, std::less<int>, 27 Eigen::aligned_allocator<std::pair<const int, Eigen::Vector4f> > > 39 std::vector<Eigen::Vector4f,Eigen::aligned_allocator<Eigen::Vector4f> > 57 …Vector4f>, some Eigen::Vector4f objects will be passed by value, which discards any alignment modi…
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/external/eigen/demos/opengl/ |
D | quaternion_demo.cpp | 238 glLightfv(GL_LIGHT0, GL_AMBIENT, Vector4f(0.5,0.5,0.5,1).data()); in drawScene() 239 glLightfv(GL_LIGHT0, GL_DIFFUSE, Vector4f(0.5,1,0.5,1).data()); in drawScene() 240 glLightfv(GL_LIGHT0, GL_SPECULAR, Vector4f(1,1,1,1).data()); in drawScene() 241 glLightfv(GL_LIGHT0, GL_POSITION, Vector4f(-sqrt3,-sqrt3,sqrt3,0).data()); in drawScene() 243 glLightfv(GL_LIGHT1, GL_AMBIENT, Vector4f(0,0,0,1).data()); in drawScene() 244 glLightfv(GL_LIGHT1, GL_DIFFUSE, Vector4f(1,0.5,0.5,1).data()); in drawScene() 245 glLightfv(GL_LIGHT1, GL_SPECULAR, Vector4f(1,1,1,1).data()); in drawScene() 246 glLightfv(GL_LIGHT1, GL_POSITION, Vector4f(-sqrt3,sqrt3,-sqrt3,0).data()); in drawScene() 248 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, Vector4f(0.7, 0.7, 0.7, 1).data()); in drawScene() 249 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, Vector4f(0.8, 0.75, 0.6, 1).data()); in drawScene() [all …]
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/external/eigen/test/ |
D | unalignedassert.cpp | 111 construct_at_boundary<Vector4f>(16); in unalignedassert() 151 VERIFY_RAISES_ASSERT(construct_at_boundary<Vector4f>(8)); in unalignedassert()
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D | dynalloc.cpp | 132 CALL_SUBTEST( check_custom_new_delete<Vector4f>() ); in test_dynalloc() 142 CALL_SUBTEST(check_dynaligned<Vector4f>() ); in test_dynalloc()
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D | stddeque_overload.cpp | 16 EIGEN_DEFINE_STL_DEQUE_SPECIALIZATION(Vector4f) 140 CALL_SUBTEST_1(check_stddeque_matrix(Vector4f())); in test_stddeque_overload()
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D | stdvector_overload.cpp | 16 EIGEN_DEFINE_STL_VECTOR_SPECIALIZATION(Vector4f) 143 CALL_SUBTEST_1(check_stdvector_matrix(Vector4f())); in test_stdvector_overload()
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