/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 | 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 | 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 | 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 | 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 | 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 | 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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D | ARB_shader_texture_lod.frag | 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); 8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 12 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); 13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); 14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod); [all …]
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/external/deqp/data/gles3/shaders/ |
D | uniform_block.test | 18 uniform vec4 uniformMember; 31 layout(location=0) out vec4 o_color; 35 o_color = vec4(1.0); 47 in vec4 a_pos; 59 layout(location=0) out vec4 o_color; 63 uniform vec4 uniformMember; 84 vec4 uniformMember; 97 layout(location=0) out vec4 o_color; 101 o_color = vec4(1.0); 113 in vec4 a_pos; [all …]
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D | invalid_texture_functions.test | 18 ${POSITION_FRAG_COLOR} = vec4(texture(s, vec4(0))); 37 ${POSITION_FRAG_COLOR} = vec4(texture(s, vec4(0), float(0))); 56 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))); 75 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))); 94 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))); 113 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0))); 132 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0))); 151 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0))); 170 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0))); 189 ${POSITION_FRAG_COLOR} = vec4(textureProj(s, vec4(0), float(0))); [all …]
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D | swizzles.test | 126 …output vec4 out0 = [ vec4(0.0, 0.5, 0.0, 0.0) | vec4(1.0, 1.25, 1.0, 1.0) | vec4(-0.5, -2.25, -0.5… 149 …tput vec4 out0 = [ vec4(0.5, 0.5, 0.5, 0.5) | vec4(1.25, 1.25, 1.25, 1.25) | vec4(-2.25, -2.25, -2… 287 …output vec4 out0 = [ vec4(0.0, 0.5, 0.0, 0.0) | vec4(1.0, 1.25, 1.0, 1.0) | vec4(-0.5, -2.25, -0.5… 310 …tput vec4 out0 = [ vec4(0.5, 0.5, 0.5, 0.5) | vec4(1.25, 1.25, 1.25, 1.25) | vec4(-2.25, -2.25, -2… 448 …output vec4 out0 = [ vec4(0.0, 0.5, 0.0, 0.0) | vec4(1.0, 1.25, 1.0, 1.0) | vec4(-0.5, -2.25, -0.5… 471 …tput vec4 out0 = [ vec4(0.5, 0.5, 0.5, 0.5) | vec4(1.25, 1.25, 1.25, 1.25) | vec4(-2.25, -2.25, -2… 747 …utput vec4 out0 = [ vec4(0.0, 0.5, 0.5, 0.0) | vec4(1.0, 1.25, 1.25, 1.0) | vec4(-0.5, -2.25, -2.2… 770 …vec4 out0 = [ vec4(0.75, 0.75, 0.75, 0.75) | vec4(1.125, 1.125, 1.125, 1.125) | vec4(-4.875, -4.87… 1046 …utput vec4 out0 = [ vec4(0.0, 0.5, 0.5, 0.0) | vec4(1.0, 1.25, 1.25, 1.0) | vec4(-0.5, -2.25, -2.2… 1069 …vec4 out0 = [ vec4(0.75, 0.75, 0.75, 0.75) | vec4(1.125, 1.125, 1.125, 1.125) | vec4(-4.875, -4.87… [all …]
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/external/deqp/data/gles31/shaders/ |
D | uniform_block.test | 18 uniform vec4 uniformMember; 31 layout(location=0) out vec4 o_color; 35 o_color = vec4(1.0); 47 in vec4 a_pos; 59 layout(location=0) out vec4 o_color; 63 uniform vec4 uniformMember; 84 vec4 uniformMember; 97 layout(location=0) out vec4 o_color; 101 o_color = vec4(1.0); 113 in vec4 a_pos; [all …]
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/external/chromium-trace/catapult/tracing/third_party/gl-matrix/spec/gl-matrix/ |
D | vec4-spec.js | 23 var vec4 = require("../../src/gl-matrix/vec4.js"); 30 beforeEach(function() { result = vec4.create(); }); 35 beforeEach(function() { result = vec4.clone(vecA); }); 40 beforeEach(function() { result = vec4.fromValues(1, 2, 3, 4); }); 45 beforeEach(function() { result = vec4.copy(out, vecA); }); 51 beforeEach(function() { result = vec4.set(out, 1, 2, 3, 4); }); 58 beforeEach(function() { result = vec4.add(out, vecA, vecB); }); 67 beforeEach(function() { result = vec4.add(vecA, vecA, vecB); }); 75 beforeEach(function() { result = vec4.add(vecB, vecA, vecB); }); 84 … it("should have an alias called 'sub'", function() { expect(vec4.sub).toEqual(vec4.subtract); }); [all …]
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/external/chromium-trace/catapult/tracing/third_party/gl-matrix/src/gl-matrix/ |
D | vec4.js | 27 var vec4 = {}; variable 34 vec4.create = function() { 49 vec4.clone = function(a) { 67 vec4.fromValues = function(x, y, z, w) { 83 vec4.copy = function(out, a) { 101 vec4.set = function(out, x, y, z, w) { function 117 vec4.add = function(out, a, b) { 133 vec4.subtract = function(out, a, b) { 145 vec4.sub = vec4.subtract; 155 vec4.multiply = function(out, a, b) { [all …]
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/external/clang/test/Sema/ |
D | ext_vector_components.c | 13 float4 vec4, vec4_2, *vec4p; in test() local 19 vec4.xyzw; // expected-warning {{expression result unused}} in test() 20 vec4.xyzc; // expected-error {{illegal vector component name 'c'}} in test() 21 vec4.s01z; // expected-error {{illegal vector component name 'z'}} in test() 22 vec2 = vec4.s01; // legal, shorten in test() 23 vec2 = vec4.S01; // legal, shorten in test() 25 vec3 = vec4.xyz; // legal, shorten in test() 27 f = vec4.xy.x; // legal, shorten in test() 29 …vec4_2.xyzx = vec4.xyzw; // expected-error {{vector is not assignable (contains duplicate componen… in test() 30 …vec4_2.xyzz = vec4.xyzw; // expected-error {{vector is not assignable (contains duplicate componen… in test() [all …]
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/external/libvpx/libvpx/vpx_dsp/mips/ |
D | fwd_dct32x32_msa.c | 61 v8i16 vec0, vec1, vec2, vec3, vec4, vec5, vec6, vec7; in fdct8x32_1d_column_even_store() local 72 vec4, vec5, vec6, vec7, in8, in9, in10, in11); in fdct8x32_1d_column_even_store() 75 ADD4(vec0, vec7, vec1, vec6, vec2, vec5, vec3, vec4, in0, in1, in2, in3); in fdct8x32_1d_column_even_store() 87 SUB4(vec0, vec7, vec1, vec6, vec2, vec5, vec3, vec4, vec7, vec6, vec5, vec4); in fdct8x32_1d_column_even_store() 89 ADD2(vec4, vec5, vec7, vec6, vec0, vec1); in fdct8x32_1d_column_even_store() 95 SUB2(vec4, vec5, vec7, vec6, vec4, vec7); in fdct8x32_1d_column_even_store() 96 DOTP_CONST_PAIR(vec7, vec4, cospi_12_64, cospi_20_64, temp1, temp0); in fdct8x32_1d_column_even_store() 102 DOTP_CONST_PAIR(in12, in11, cospi_16_64, cospi_16_64, vec3, vec4); in fdct8x32_1d_column_even_store() 103 ADD4(in8, vec3, in9, vec2, in14, vec5, in15, vec4, in0, vec1, vec6, in2); in fdct8x32_1d_column_even_store() 119 SUB4(in8, vec3, in15, vec4, in3, in2, in0, in1, in3, in0, vec2, vec5); in fdct8x32_1d_column_even_store() [all …]
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/external/deqp/data/gles2/shaders/ |
D | declarations.test | 8 gl_Position = vec4(1.0); 14 gl_FragColor = vec4(1.0); 24 gl_Position = vec4(1.0); 31 gl_FragColor = vec4(1.0); 42 gl_Position = vec4(1.0); 48 gl_FragColor = vec4(1.0); 58 gl_Position = vec4(1.0); 65 gl_FragColor = vec4(1.0); 76 gl_Position = vec4(1.0); 83 gl_FragColor = vec4(1.0); [all …]
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D | swizzles.test | 115 …output vec4 out0 = [ vec4(0.0, 0.5, 0.0, 0.0) | vec4(1.0, 1.25, 1.0, 1.0) | vec4(-0.5, -2.25, -0.5… 136 …tput vec4 out0 = [ vec4(0.5, 0.5, 0.5, 0.5) | vec4(1.25, 1.25, 1.25, 1.25) | vec4(-2.25, -2.25, -2… 262 …output vec4 out0 = [ vec4(0.0, 0.5, 0.0, 0.0) | vec4(1.0, 1.25, 1.0, 1.0) | vec4(-0.5, -2.25, -0.5… 283 …tput vec4 out0 = [ vec4(0.5, 0.5, 0.5, 0.5) | vec4(1.25, 1.25, 1.25, 1.25) | vec4(-2.25, -2.25, -2… 409 …output vec4 out0 = [ vec4(0.0, 0.5, 0.0, 0.0) | vec4(1.0, 1.25, 1.0, 1.0) | vec4(-0.5, -2.25, -0.5… 430 …tput vec4 out0 = [ vec4(0.5, 0.5, 0.5, 0.5) | vec4(1.25, 1.25, 1.25, 1.25) | vec4(-2.25, -2.25, -2… 682 …utput vec4 out0 = [ vec4(0.0, 0.5, 0.5, 0.0) | vec4(1.0, 1.25, 1.25, 1.0) | vec4(-0.5, -2.25, -2.2… 703 …vec4 out0 = [ vec4(0.75, 0.75, 0.75, 0.75) | vec4(1.125, 1.125, 1.125, 1.125) | vec4(-4.875, -4.87… 955 …utput vec4 out0 = [ vec4(0.0, 0.5, 0.5, 0.0) | vec4(1.0, 1.25, 1.25, 1.0) | vec4(-0.5, -2.25, -2.2… 976 …vec4 out0 = [ vec4(0.75, 0.75, 0.75, 0.75) | vec4(1.125, 1.125, 1.125, 1.125) | vec4(-4.875, -4.87… [all …]
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/external/mesa3d/src/glsl/builtins/ir/ |
D | smoothstep.ir | 44 (signature vec4 48 (declare (in) vec4 x)) 49 ((declare () vec4 t) 51 (expression vec4 max 52 (expression vec4 min 53 …(expression vec4 / (expression vec4 - (var_ref x) (var_ref edge0)) (expression float - (var_ref ed… 56 …(return (expression vec4 * (var_ref t) (expression vec4 * (var_ref t) (expression vec4 - (constant… 86 (signature vec4 88 (declare (in) vec4 edge0) 89 (declare (in) vec4 edge1) [all …]
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D | asin.ir | 83 (signature vec4 85 (declare (in) vec4 x)) 86 ((return (expression vec4 * 87 (expression vec4 sign (var_ref x)) 88 (expression vec4 - 90 (expression vec4 * 91 (expression vec4 sqrt 92 (expression vec4 - 94 (expression vec4 abs (var_ref x)))) 95 (expression vec4 + [all …]
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