/external/skia/tests/sksl/blend/ |
D | BlendLuminosity.glsl | 8 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));
|
D | BlendLuminosityStandaloneSettings.glsl | 8 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));
|
D | BlendColorStandaloneSettings.glsl | 8 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));
|
D | BlendColor.glsl | 8 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));
|
D | BlendLuminosity.metal | 16 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));
|
D | BlendColor.metal | 16 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));
|
D | BlendHue.glsl | 8 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));
|
D | BlendSaturation.glsl | 8 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));
|
D | BlendHueStandaloneSettings.glsl | 8 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));
|
D | BlendSaturationStandaloneSettings.glsl | 8 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));
|
D | BlendColor.asm.frag | 14 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
|
D | BlendLuminosity.asm.frag | 14 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
|
D | BlendSaturation.metal | 16 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));
|
D | BlendHue.metal | 16 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));
|
D | BlendSaturation.asm.frag | 14 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
|
D | BlendHue.asm.frag | 14 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
|
D | BlendEnumStandaloneSettings.glsl | 52 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));
|
D | BlendEnum.glsl | 52 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));
|
D | BlendEnum.metal | 60 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));
|
D | BlendEnum.asm.frag | 26 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/ |
D | InlinerCanBeDisabledStandaloneSettings.glsl | 7 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));
|
D | InlinerCanBeDisabled.glsl | 13 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/ |
D | rrFragmentOperations.cpp | 556 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/ |
D | sksl_gpu.sksl | 431 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/ |
D | tcuTexLookupVerifier.cpp | 122 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()
|