/external/mesa3d/src/glsl/builtins/profiles/ |
D | 110.glsl | 8 vec4 radians(vec4 degrees); 13 vec4 degrees(vec4 radians); 18 vec4 sin(vec4 angle); 23 vec4 cos(vec4 angle); 28 vec4 tan(vec4 angle); 33 vec4 asin(vec4 angle); 38 vec4 acos(vec4 angle); 43 vec4 atan(vec4 y, vec4 x); 48 vec4 atan(vec4 y_over_x); 56 vec4 pow(vec4 x, vec4 y); [all …]
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D | 120.glsl | 8 vec4 radians(vec4 degrees); 13 vec4 degrees(vec4 radians); 18 vec4 sin(vec4 angle); 23 vec4 cos(vec4 angle); 28 vec4 tan(vec4 angle); 33 vec4 asin(vec4 angle); 38 vec4 acos(vec4 angle); 43 vec4 atan(vec4 y, vec4 x); 48 vec4 atan(vec4 y_over_x); 56 vec4 pow(vec4 x, vec4 y); [all …]
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D | 100.glsl | 8 vec4 radians(vec4 degrees); 13 vec4 degrees(vec4 radians); 18 vec4 sin(vec4 angle); 23 vec4 cos(vec4 angle); 28 vec4 tan(vec4 angle); 33 vec4 asin(vec4 angle); 38 vec4 acos(vec4 angle); 43 vec4 atan(vec4 y, vec4 x); 48 vec4 atan(vec4 y_over_x); 56 vec4 pow(vec4 x, vec4 y); [all …]
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D | 130.glsl | 8 vec4 radians(vec4 degrees); 13 vec4 degrees(vec4 radians); 18 vec4 sin(vec4 angle); 23 vec4 cos(vec4 angle); 28 vec4 tan(vec4 angle); 33 vec4 asin(vec4 angle); 38 vec4 acos(vec4 angle); 43 vec4 atan(vec4 y, vec4 x); 48 vec4 atan(vec4 y_over_x); 53 vec4 sinh(vec4 x); [all …]
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D | 130.frag | 4 vec4 texture( sampler1D sampler, float P, float bias); 8 vec4 texture( sampler2D sampler, vec2 P, float bias); 12 vec4 texture( sampler3D sampler, vec3 P, float bias); 16 vec4 texture( samplerCube sampler, vec3 P, float bias); 22 float texture(samplerCubeShadow sampler, vec4 P, float bias); 24 vec4 texture( sampler1DArray sampler, vec2 P, float bias); 28 vec4 texture( sampler2DArray sampler, vec3 P, float bias); 35 vec4 textureProj( sampler1D sampler, vec2 P, float bias); 38 vec4 textureProj( sampler1D sampler, vec4 P, float bias); 39 ivec4 textureProj(isampler1D sampler, vec4 P, float bias); [all …]
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D | 140.frag | 3 vec4 texture( sampler1D sampler, float P, float bias); 7 vec4 texture( sampler2D sampler, vec2 P, float bias); 11 vec4 texture( sampler3D sampler, vec3 P, float bias); 15 vec4 texture( samplerCube sampler, vec3 P, float bias); 21 float texture(samplerCubeShadow sampler, vec4 P, float bias); 23 vec4 texture( sampler1DArray sampler, vec2 P, float bias); 27 vec4 texture( sampler2DArray sampler, vec3 P, float bias); 34 vec4 textureProj( sampler1D sampler, vec2 P, float bias); 37 vec4 textureProj( sampler1D sampler, vec4 P, float bias); 38 ivec4 textureProj(isampler1D sampler, vec4 P, float bias); [all …]
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D | 140.glsl | 8 vec4 radians(vec4 degrees); 13 vec4 degrees(vec4 radians); 18 vec4 sin(vec4 angle); 23 vec4 cos(vec4 angle); 28 vec4 tan(vec4 angle); 33 vec4 asin(vec4 angle); 38 vec4 acos(vec4 angle); 43 vec4 atan(vec4 y, vec4 x); 48 vec4 atan(vec4 y_over_x); 53 vec4 sinh(vec4 x); [all …]
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D | 120.frag | 5 vec4 texture1D (sampler1D sampler, float coord, float bias); 6 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); 7 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); 9 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 10 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 11 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); 13 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 14 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); 16 vec4 textureCube (samplerCube sampler, vec3 coord, float bias); 18 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias); [all …]
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D | 110.frag | 6 vec4 texture1D (sampler1D sampler, float coord, float bias); 7 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); 8 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); 10 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 11 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 12 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); 14 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 15 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); 17 vec4 textureCube (samplerCube sampler, vec3 coord, float bias); 19 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias); [all …]
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D | ARB_shader_texture_lod.glsl | 2 vec4 texture1DGradARB (sampler1D sampler, 4 vec4 texture1DProjGradARB (sampler1D sampler, 6 vec4 texture1DProjGradARB (sampler1D sampler, 7 vec4 P, float dPdx, float dPdy); 9 vec4 texture2DGradARB (sampler2D sampler, 11 vec4 texture2DProjGradARB (sampler2D sampler, 13 vec4 texture2DProjGradARB (sampler2D sampler, 14 vec4 P, vec2 dPdx, vec2 dPdy); 16 vec4 texture3DGradARB (sampler3D sampler, 18 vec4 texture3DProjGradARB (sampler3D sampler, [all …]
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D | 120.vert | 3 vec4 ftransform(); 5 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 9 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 11 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 13 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 14 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); 16 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); [all …]
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D | 110.vert | 3 vec4 ftransform(); 9 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 10 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 11 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 14 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 15 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 17 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 18 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); 20 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); [all …]
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/external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/ |
D | 110.glsl | 8 vec4 radians(vec4 degrees); 13 vec4 degrees(vec4 radians); 18 vec4 sin(vec4 angle); 23 vec4 cos(vec4 angle); 28 vec4 tan(vec4 angle); 33 vec4 asin(vec4 angle); 38 vec4 acos(vec4 angle); 43 vec4 atan(vec4 y, vec4 x); 48 vec4 atan(vec4 y_over_x); 56 vec4 pow(vec4 x, vec4 y); [all …]
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D | 120.glsl | 8 vec4 radians(vec4 degrees); 13 vec4 degrees(vec4 radians); 18 vec4 sin(vec4 angle); 23 vec4 cos(vec4 angle); 28 vec4 tan(vec4 angle); 33 vec4 asin(vec4 angle); 38 vec4 acos(vec4 angle); 43 vec4 atan(vec4 y, vec4 x); 48 vec4 atan(vec4 y_over_x); 56 vec4 pow(vec4 x, vec4 y); [all …]
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D | 100.glsl | 8 vec4 radians(vec4 degrees); 13 vec4 degrees(vec4 radians); 18 vec4 sin(vec4 angle); 23 vec4 cos(vec4 angle); 28 vec4 tan(vec4 angle); 33 vec4 asin(vec4 angle); 38 vec4 acos(vec4 angle); 43 vec4 atan(vec4 y, vec4 x); 48 vec4 atan(vec4 y_over_x); 56 vec4 pow(vec4 x, vec4 y); [all …]
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D | 130.glsl | 8 vec4 radians(vec4 degrees); 13 vec4 degrees(vec4 radians); 18 vec4 sin(vec4 angle); 23 vec4 cos(vec4 angle); 28 vec4 tan(vec4 angle); 33 vec4 asin(vec4 angle); 38 vec4 acos(vec4 angle); 43 vec4 atan(vec4 y, vec4 x); 48 vec4 atan(vec4 y_over_x); 53 vec4 sinh(vec4 x); [all …]
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D | 140.frag | 3 vec4 texture( sampler1D sampler, float P, float bias); 7 vec4 texture( sampler2D sampler, vec2 P, float bias); 11 vec4 texture( sampler3D sampler, vec3 P, float bias); 15 vec4 texture( samplerCube sampler, vec3 P, float bias); 21 float texture(samplerCubeShadow sampler, vec4 P, float bias); 23 vec4 texture( sampler1DArray sampler, vec2 P, float bias); 27 vec4 texture( sampler2DArray sampler, vec3 P, float bias); 34 vec4 textureProj( sampler1D sampler, vec2 P, float bias); 37 vec4 textureProj( sampler1D sampler, vec4 P, float bias); 38 ivec4 textureProj(isampler1D sampler, vec4 P, float bias); [all …]
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D | 130.frag | 4 vec4 texture( sampler1D sampler, float P, float bias); 8 vec4 texture( sampler2D sampler, vec2 P, float bias); 12 vec4 texture( sampler3D sampler, vec3 P, float bias); 16 vec4 texture( samplerCube sampler, vec3 P, float bias); 22 float texture(samplerCubeShadow sampler, vec4 P, float bias); 24 vec4 texture( sampler1DArray sampler, vec2 P, float bias); 28 vec4 texture( sampler2DArray sampler, vec3 P, float bias); 35 vec4 textureProj( sampler1D sampler, vec2 P, float bias); 38 vec4 textureProj( sampler1D sampler, vec4 P, float bias); 39 ivec4 textureProj(isampler1D sampler, vec4 P, float bias); [all …]
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D | 140.glsl | 8 vec4 radians(vec4 degrees); 13 vec4 degrees(vec4 radians); 18 vec4 sin(vec4 angle); 23 vec4 cos(vec4 angle); 28 vec4 tan(vec4 angle); 33 vec4 asin(vec4 angle); 38 vec4 acos(vec4 angle); 43 vec4 atan(vec4 y, vec4 x); 48 vec4 atan(vec4 y_over_x); 53 vec4 sinh(vec4 x); [all …]
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D | 120.frag | 5 vec4 texture1D (sampler1D sampler, float coord, float bias); 6 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); 7 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); 9 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 10 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 11 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); 13 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 14 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); 16 vec4 textureCube (samplerCube sampler, vec3 coord, float bias); 18 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias); [all …]
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D | 110.frag | 6 vec4 texture1D (sampler1D sampler, float coord, float bias); 7 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); 8 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); 10 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 11 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 12 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); 14 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 15 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); 17 vec4 textureCube (samplerCube sampler, vec3 coord, float bias); 19 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias); [all …]
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D | ARB_shader_texture_lod.glsl | 2 vec4 texture1DGradARB (sampler1D sampler, 4 vec4 texture1DProjGradARB (sampler1D sampler, 6 vec4 texture1DProjGradARB (sampler1D sampler, 7 vec4 P, float dPdx, float dPdy); 9 vec4 texture2DGradARB (sampler2D sampler, 11 vec4 texture2DProjGradARB (sampler2D sampler, 13 vec4 texture2DProjGradARB (sampler2D sampler, 14 vec4 P, vec2 dPdx, vec2 dPdy); 16 vec4 texture3DGradARB (sampler3D sampler, 18 vec4 texture3DProjGradARB (sampler3D sampler, [all …]
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D | 120.vert | 3 vec4 ftransform(); 5 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 9 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 11 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 13 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 14 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); 16 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); [all …]
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D | 110.vert | 3 vec4 ftransform(); 9 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 10 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 11 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 14 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 15 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 17 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 18 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); 20 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); [all …]
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/external/chromium-trace/trace-viewer/third_party/gl-matrix/spec/gl-matrix/ |
D | vec4-spec.js | 29 beforeEach(function() { result = vec4.create(); }); 34 beforeEach(function() { result = vec4.clone(vecA); }); 39 beforeEach(function() { result = vec4.fromValues(1, 2, 3, 4); }); 44 beforeEach(function() { result = vec4.copy(out, vecA); }); 50 beforeEach(function() { result = vec4.set(out, 1, 2, 3, 4); }); 57 beforeEach(function() { result = vec4.add(out, vecA, vecB); }); 66 beforeEach(function() { result = vec4.add(vecA, vecA, vecB); }); 74 beforeEach(function() { result = vec4.add(vecB, vecA, vecB); }); 83 … it("should have an alias called 'sub'", function() { expect(vec4.sub).toEqual(vec4.subtract); }); 86 beforeEach(function() { result = vec4.subtract(out, vecA, vecB); }); [all …]
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