Lines Matching refs:src1
659 void ShaderCore::add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in add() argument
661 dst.x = src0.x + src1.x; in add()
662 dst.y = src0.y + src1.y; in add()
663 dst.z = src0.z + src1.z; in add()
664 dst.w = src0.w + src1.w; in add()
667 void ShaderCore::iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in iadd() argument
669 dst.x = As<Float4>(As<Int4>(src0.x) + As<Int4>(src1.x)); in iadd()
670 dst.y = As<Float4>(As<Int4>(src0.y) + As<Int4>(src1.y)); in iadd()
671 dst.z = As<Float4>(As<Int4>(src0.z) + As<Int4>(src1.z)); in iadd()
672 dst.w = As<Float4>(As<Int4>(src0.w) + As<Int4>(src1.w)); in iadd()
675 void ShaderCore::sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in sub() argument
677 dst.x = src0.x - src1.x; in sub()
678 dst.y = src0.y - src1.y; in sub()
679 dst.z = src0.z - src1.z; in sub()
680 dst.w = src0.w - src1.w; in sub()
683 void ShaderCore::isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in isub() argument
685 dst.x = As<Float4>(As<Int4>(src0.x) - As<Int4>(src1.x)); in isub()
686 dst.y = As<Float4>(As<Int4>(src0.y) - As<Int4>(src1.y)); in isub()
687 dst.z = As<Float4>(As<Int4>(src0.z) - As<Int4>(src1.z)); in isub()
688 dst.w = As<Float4>(As<Int4>(src0.w) - As<Int4>(src1.w)); in isub()
691 …void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &sr… in mad() argument
693 dst.x = src0.x * src1.x + src2.x; in mad()
694 dst.y = src0.y * src1.y + src2.y; in mad()
695 dst.z = src0.z * src1.z + src2.z; in mad()
696 dst.w = src0.w * src1.w + src2.w; in mad()
699 …void ShaderCore::imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &s… in imad() argument
701 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x) + As<Int4>(src2.x)); in imad()
702 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y) + As<Int4>(src2.y)); in imad()
703 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z) + As<Int4>(src2.z)); in imad()
704 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w) + As<Int4>(src2.w)); in imad()
707 void ShaderCore::mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in mul() argument
709 dst.x = src0.x * src1.x; in mul()
710 dst.y = src0.y * src1.y; in mul()
711 dst.z = src0.z * src1.z; in mul()
712 dst.w = src0.w * src1.w; in mul()
715 void ShaderCore::imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in imul() argument
717 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x)); in imul()
718 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y)); in imul()
719 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z)); in imul()
720 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w)); in imul()
733 void ShaderCore::div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in div() argument
735 dst.x = src0.x / src1.x; in div()
736 dst.y = src0.y / src1.y; in div()
737 dst.z = src0.z / src1.z; in div()
738 dst.w = src0.w / src1.w; in div()
741 void ShaderCore::idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in idiv() argument
744 cmp0i(dst.x, src1.x, intMax, src1.x); in idiv()
746 cmp0i(dst.y, src1.y, intMax, src1.y); in idiv()
748 cmp0i(dst.z, src1.z, intMax, src1.z); in idiv()
750 cmp0i(dst.w, src1.w, intMax, src1.w); in idiv()
754 void ShaderCore::udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in udiv() argument
757 cmp0i(dst.x, src1.x, uintMax, src1.x); in udiv()
759 cmp0i(dst.y, src1.y, uintMax, src1.y); in udiv()
761 cmp0i(dst.z, src1.z, uintMax, src1.z); in udiv()
763 cmp0i(dst.w, src1.w, uintMax, src1.w); in udiv()
767 void ShaderCore::mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in mod() argument
769 dst.x = modulo(src0.x, src1.x); in mod()
770 dst.y = modulo(src0.y, src1.y); in mod()
771 dst.z = modulo(src0.z, src1.z); in mod()
772 dst.w = modulo(src0.w, src1.w); in mod()
775 void ShaderCore::imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in imod() argument
778 cmp0i(dst.x, src1.x, intMax, src1.x); in imod()
780 cmp0i(dst.y, src1.y, intMax, src1.y); in imod()
782 cmp0i(dst.z, src1.z, intMax, src1.z); in imod()
784 cmp0i(dst.w, src1.w, intMax, src1.w); in imod()
788 void ShaderCore::umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in umod() argument
791 cmp0i(dst.x, src1.x, uintMax, src1.x); in umod()
793 cmp0i(dst.y, src1.y, uintMax, src1.y); in umod()
795 cmp0i(dst.z, src1.z, uintMax, src1.z); in umod()
797 cmp0i(dst.w, src1.w, uintMax, src1.w); in umod()
801 void ShaderCore::shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in shl() argument
803 dst.x = As<Float4>(As<Int4>(src0.x) << As<Int4>(src1.x)); in shl()
804 dst.y = As<Float4>(As<Int4>(src0.y) << As<Int4>(src1.y)); in shl()
805 dst.z = As<Float4>(As<Int4>(src0.z) << As<Int4>(src1.z)); in shl()
806 dst.w = As<Float4>(As<Int4>(src0.w) << As<Int4>(src1.w)); in shl()
809 void ShaderCore::ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in ishr() argument
811 dst.x = As<Float4>(As<Int4>(src0.x) >> As<Int4>(src1.x)); in ishr()
812 dst.y = As<Float4>(As<Int4>(src0.y) >> As<Int4>(src1.y)); in ishr()
813 dst.z = As<Float4>(As<Int4>(src0.z) >> As<Int4>(src1.z)); in ishr()
814 dst.w = As<Float4>(As<Int4>(src0.w) >> As<Int4>(src1.w)); in ishr()
817 void ShaderCore::ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in ushr() argument
819 dst.x = As<Float4>(As<UInt4>(src0.x) >> As<UInt4>(src1.x)); in ushr()
820 dst.y = As<Float4>(As<UInt4>(src0.y) >> As<UInt4>(src1.y)); in ushr()
821 dst.z = As<Float4>(As<UInt4>(src0.z) >> As<UInt4>(src1.z)); in ushr()
822 dst.w = As<Float4>(As<UInt4>(src0.w) >> As<UInt4>(src1.w)); in ushr()
866 void ShaderCore::dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp) in dist1() argument
868 dst = Abs(src0.x - src1.x); in dist1()
871 void ShaderCore::dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp) in dist2() argument
873 Float4 dx = src0.x - src1.x; in dist2()
874 Float4 dy = src0.y - src1.y; in dist2()
879 void ShaderCore::dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp) in dist3() argument
881 Float4 dx = src0.x - src1.x; in dist3()
882 Float4 dy = src0.y - src1.y; in dist3()
883 Float4 dz = src0.z - src1.z; in dist3()
888 void ShaderCore::dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp) in dist4() argument
890 Float4 dx = src0.x - src1.x; in dist4()
891 Float4 dy = src0.y - src1.y; in dist4()
892 Float4 dz = src0.z - src1.z; in dist4()
893 Float4 dw = src0.w - src1.w; in dist4()
898 void ShaderCore::dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in dp1() argument
900 Float4 t = src0.x * src1.x; in dp1()
908 void ShaderCore::dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in dp2() argument
910 Float4 t = dot2(src0, src1); in dp2()
918 …void ShaderCore::dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f … in dp2add() argument
920 Float4 t = dot2(src0, src1) + src2.x; in dp2add()
928 void ShaderCore::dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in dp3() argument
930 Float4 dot = dot3(src0, src1); in dp3()
938 void ShaderCore::dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in dp4() argument
940 Float4 dot = dot4(src0, src1); in dp4()
948 void ShaderCore::min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in min() argument
950 dst.x = Min(src0.x, src1.x); in min()
951 dst.y = Min(src0.y, src1.y); in min()
952 dst.z = Min(src0.z, src1.z); in min()
953 dst.w = Min(src0.w, src1.w); in min()
956 void ShaderCore::imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in imin() argument
958 dst.x = As<Float4>(Min(As<Int4>(src0.x), As<Int4>(src1.x))); in imin()
959 dst.y = As<Float4>(Min(As<Int4>(src0.y), As<Int4>(src1.y))); in imin()
960 dst.z = As<Float4>(Min(As<Int4>(src0.z), As<Int4>(src1.z))); in imin()
961 dst.w = As<Float4>(Min(As<Int4>(src0.w), As<Int4>(src1.w))); in imin()
964 void ShaderCore::umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in umin() argument
966 dst.x = As<Float4>(Min(As<UInt4>(src0.x), As<UInt4>(src1.x))); in umin()
967 dst.y = As<Float4>(Min(As<UInt4>(src0.y), As<UInt4>(src1.y))); in umin()
968 dst.z = As<Float4>(Min(As<UInt4>(src0.z), As<UInt4>(src1.z))); in umin()
969 dst.w = As<Float4>(Min(As<UInt4>(src0.w), As<UInt4>(src1.w))); in umin()
972 void ShaderCore::max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in max() argument
974 dst.x = Max(src0.x, src1.x); in max()
975 dst.y = Max(src0.y, src1.y); in max()
976 dst.z = Max(src0.z, src1.z); in max()
977 dst.w = Max(src0.w, src1.w); in max()
980 void ShaderCore::imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in imax() argument
982 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x))); in imax()
983 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y))); in imax()
984 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z))); in imax()
985 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w))); in imax()
988 void ShaderCore::umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in umax() argument
990 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x))); in umax()
991 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y))); in umax()
992 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z))); in umax()
993 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w))); in umax()
996 void ShaderCore::slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in slt() argument
998 dst.x = As<Float4>(As<Int4>(CmpLT(src0.x, src1.x)) & As<Int4>(Float4(1.0f))); in slt()
999 dst.y = As<Float4>(As<Int4>(CmpLT(src0.y, src1.y)) & As<Int4>(Float4(1.0f))); in slt()
1000 dst.z = As<Float4>(As<Int4>(CmpLT(src0.z, src1.z)) & As<Int4>(Float4(1.0f))); in slt()
1001 dst.w = As<Float4>(As<Int4>(CmpLT(src0.w, src1.w)) & As<Int4>(Float4(1.0f))); in slt()
1082 void ShaderCore::att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in att() argument
1086 dst.y = src0.y * src1.y; in att()
1088 dst.w = src1.w; in att()
1091 …void ShaderCore::lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &sr… in lrp() argument
1093 dst.x = src0.x * (src1.x - src2.x) + src2.x; in lrp()
1094 dst.y = src0.y * (src1.y - src2.y) + src2.y; in lrp()
1095 dst.z = src0.z * (src1.z - src2.z) + src2.z; in lrp()
1096 dst.w = src0.w * (src1.w - src2.w) + src2.w; in lrp()
1202 void ShaderCore::det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in det2() argument
1204 dst.x = src0.x * src1.y - src0.y * src1.x; in det2()
1208 …void ShaderCore::det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &s… in det3() argument
1210 crs(dst, src1, src2); in det3()
1214 …void ShaderCore::det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &s… in det4() argument
1217 dst.y = src1.w * src3.z - src1.z * src3.w; in det4()
1218 dst.z = src1.z * src2.w - src1.w * src2.z; in det4()
1219 dst.x = src0.x * (src1.y * dst.x + src2.y * dst.y + src3.y * dst.z) - in det4()
1220 src0.y * (src1.x * dst.x + src2.x * dst.y + src3.x * dst.z) + in det4()
1221 src0.z * (src1.x * (src2.y * src3.w - src2.w * src3.y) + in det4()
1222 src2.x * (src1.w * src3.y - src1.y * src3.w) + in det4()
1223 src3.x * (src1.y * src2.w - src1.w * src2.y)) + in det4()
1224 src0.w * (src1.x * (src2.z * src3.y - src2.y * src3.z) + in det4()
1225 src2.x * (src1.y * src3.z - src1.z * src3.y) + in det4()
1226 src3.x * (src1.z * src2.y - src1.y * src2.z)); in det4()
1289 void ShaderCore::powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp) in powx() argument
1291 Float4 pow = power(src0.x, src1.x, pp); in powx()
1299 void ShaderCore::pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp) in pow() argument
1301 dst.x = power(src0.x, src1.x, pp); in pow()
1302 dst.y = power(src0.y, src1.y, pp); in pow()
1303 dst.z = power(src0.z, src1.z, pp); in pow()
1304 dst.w = power(src0.w, src1.w, pp); in pow()
1307 void ShaderCore::crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in crs() argument
1309 dst.x = src0.y * src1.z - src0.z * src1.y; in crs()
1310 dst.y = src0.z * src1.x - src0.x * src1.z; in crs()
1311 dst.z = src0.x * src1.y - src0.y * src1.x; in crs()
1547 void ShaderCore::atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp) in atan2() argument
1549 dst.x = arctan(src0.x, src1.x, pp); in atan2()
1550 dst.y = arctan(src0.y, src1.y, pp); in atan2()
1551 dst.z = arctan(src0.z, src1.z, pp); in atan2()
1552 dst.w = arctan(src0.w, src1.w, pp); in atan2()
1652 …void ShaderCore::cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &s… in cmp0() argument
1654 cmp0(dst.x, src0.x, src1.x, src2.x); in cmp0()
1655 cmp0(dst.y, src0.y, src1.y, src2.y); in cmp0()
1656 cmp0(dst.z, src0.z, src1.z, src2.z); in cmp0()
1657 cmp0(dst.w, src0.w, src1.w, src2.w); in cmp0()
1660 …void ShaderCore::select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f … in select() argument
1662 select(dst.x, As<Int4>(src0.x), src1.x, src2.x); in select()
1663 select(dst.y, As<Int4>(src0.y), src1.y, src2.y); in select()
1664 select(dst.z, As<Int4>(src0.z), src1.z, src2.z); in select()
1665 select(dst.w, As<Int4>(src0.w), src1.w, src2.w); in select()
1668 void ShaderCore::extract(Float4 &dst, const Vector4f &src0, const Float4 &src1) in extract() argument
1670 select(dst, CmpEQ(As<Int4>(src1), Int4(1)), src0.y, src0.x); in extract()
1671 select(dst, CmpEQ(As<Int4>(src1), Int4(2)), src0.z, dst); in extract()
1672 select(dst, CmpEQ(As<Int4>(src1), Int4(3)), src0.w, dst); in extract()
1697 void ShaderCore::cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2) in cmp0() argument
1700 select(dst, pos, src1, src2); in cmp0()
1703 void ShaderCore::cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2) in cmp0i() argument
1706 select(dst, pos, src1, src2); in cmp0i()
1709 void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2) in select() argument
1712 dst = As<Float4>((src0 & As<Int4>(src1)) | (~src0 & As<Int4>(src2))); in select()
1715 void ShaderCore::cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control) in cmp() argument
1720 dst.x = As<Float4>(CmpNLE(src0.x, src1.x)); in cmp()
1721 dst.y = As<Float4>(CmpNLE(src0.y, src1.y)); in cmp()
1722 dst.z = As<Float4>(CmpNLE(src0.z, src1.z)); in cmp()
1723 dst.w = As<Float4>(CmpNLE(src0.w, src1.w)); in cmp()
1726 dst.x = As<Float4>(CmpEQ(src0.x, src1.x)); in cmp()
1727 dst.y = As<Float4>(CmpEQ(src0.y, src1.y)); in cmp()
1728 dst.z = As<Float4>(CmpEQ(src0.z, src1.z)); in cmp()
1729 dst.w = As<Float4>(CmpEQ(src0.w, src1.w)); in cmp()
1732 dst.x = As<Float4>(CmpNLT(src0.x, src1.x)); in cmp()
1733 dst.y = As<Float4>(CmpNLT(src0.y, src1.y)); in cmp()
1734 dst.z = As<Float4>(CmpNLT(src0.z, src1.z)); in cmp()
1735 dst.w = As<Float4>(CmpNLT(src0.w, src1.w)); in cmp()
1738 dst.x = As<Float4>(CmpLT(src0.x, src1.x)); in cmp()
1739 dst.y = As<Float4>(CmpLT(src0.y, src1.y)); in cmp()
1740 dst.z = As<Float4>(CmpLT(src0.z, src1.z)); in cmp()
1741 dst.w = As<Float4>(CmpLT(src0.w, src1.w)); in cmp()
1744 dst.x = As<Float4>(CmpNEQ(src0.x, src1.x)); in cmp()
1745 dst.y = As<Float4>(CmpNEQ(src0.y, src1.y)); in cmp()
1746 dst.z = As<Float4>(CmpNEQ(src0.z, src1.z)); in cmp()
1747 dst.w = As<Float4>(CmpNEQ(src0.w, src1.w)); in cmp()
1750 dst.x = As<Float4>(CmpLE(src0.x, src1.x)); in cmp()
1751 dst.y = As<Float4>(CmpLE(src0.y, src1.y)); in cmp()
1752 dst.z = As<Float4>(CmpLE(src0.z, src1.z)); in cmp()
1753 dst.w = As<Float4>(CmpLE(src0.w, src1.w)); in cmp()
1760 void ShaderCore::icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control) in icmp() argument
1765 dst.x = As<Float4>(CmpNLE(As<Int4>(src0.x), As<Int4>(src1.x))); in icmp()
1766 dst.y = As<Float4>(CmpNLE(As<Int4>(src0.y), As<Int4>(src1.y))); in icmp()
1767 dst.z = As<Float4>(CmpNLE(As<Int4>(src0.z), As<Int4>(src1.z))); in icmp()
1768 dst.w = As<Float4>(CmpNLE(As<Int4>(src0.w), As<Int4>(src1.w))); in icmp()
1771 dst.x = As<Float4>(CmpEQ(As<Int4>(src0.x), As<Int4>(src1.x))); in icmp()
1772 dst.y = As<Float4>(CmpEQ(As<Int4>(src0.y), As<Int4>(src1.y))); in icmp()
1773 dst.z = As<Float4>(CmpEQ(As<Int4>(src0.z), As<Int4>(src1.z))); in icmp()
1774 dst.w = As<Float4>(CmpEQ(As<Int4>(src0.w), As<Int4>(src1.w))); in icmp()
1777 dst.x = As<Float4>(CmpNLT(As<Int4>(src0.x), As<Int4>(src1.x))); in icmp()
1778 dst.y = As<Float4>(CmpNLT(As<Int4>(src0.y), As<Int4>(src1.y))); in icmp()
1779 dst.z = As<Float4>(CmpNLT(As<Int4>(src0.z), As<Int4>(src1.z))); in icmp()
1780 dst.w = As<Float4>(CmpNLT(As<Int4>(src0.w), As<Int4>(src1.w))); in icmp()
1783 dst.x = As<Float4>(CmpLT(As<Int4>(src0.x), As<Int4>(src1.x))); in icmp()
1784 dst.y = As<Float4>(CmpLT(As<Int4>(src0.y), As<Int4>(src1.y))); in icmp()
1785 dst.z = As<Float4>(CmpLT(As<Int4>(src0.z), As<Int4>(src1.z))); in icmp()
1786 dst.w = As<Float4>(CmpLT(As<Int4>(src0.w), As<Int4>(src1.w))); in icmp()
1789 dst.x = As<Float4>(CmpNEQ(As<Int4>(src0.x), As<Int4>(src1.x))); in icmp()
1790 dst.y = As<Float4>(CmpNEQ(As<Int4>(src0.y), As<Int4>(src1.y))); in icmp()
1791 dst.z = As<Float4>(CmpNEQ(As<Int4>(src0.z), As<Int4>(src1.z))); in icmp()
1792 dst.w = As<Float4>(CmpNEQ(As<Int4>(src0.w), As<Int4>(src1.w))); in icmp()
1795 dst.x = As<Float4>(CmpLE(As<Int4>(src0.x), As<Int4>(src1.x))); in icmp()
1796 dst.y = As<Float4>(CmpLE(As<Int4>(src0.y), As<Int4>(src1.y))); in icmp()
1797 dst.z = As<Float4>(CmpLE(As<Int4>(src0.z), As<Int4>(src1.z))); in icmp()
1798 dst.w = As<Float4>(CmpLE(As<Int4>(src0.w), As<Int4>(src1.w))); in icmp()
1805 void ShaderCore::ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control) in ucmp() argument
1810 dst.x = As<Float4>(CmpNLE(As<UInt4>(src0.x), As<UInt4>(src1.x))); in ucmp()
1811 dst.y = As<Float4>(CmpNLE(As<UInt4>(src0.y), As<UInt4>(src1.y))); in ucmp()
1812 dst.z = As<Float4>(CmpNLE(As<UInt4>(src0.z), As<UInt4>(src1.z))); in ucmp()
1813 dst.w = As<Float4>(CmpNLE(As<UInt4>(src0.w), As<UInt4>(src1.w))); in ucmp()
1816 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x))); in ucmp()
1817 dst.y = As<Float4>(CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y))); in ucmp()
1818 dst.z = As<Float4>(CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z))); in ucmp()
1819 dst.w = As<Float4>(CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w))); in ucmp()
1822 dst.x = As<Float4>(CmpNLT(As<UInt4>(src0.x), As<UInt4>(src1.x))); in ucmp()
1823 dst.y = As<Float4>(CmpNLT(As<UInt4>(src0.y), As<UInt4>(src1.y))); in ucmp()
1824 dst.z = As<Float4>(CmpNLT(As<UInt4>(src0.z), As<UInt4>(src1.z))); in ucmp()
1825 dst.w = As<Float4>(CmpNLT(As<UInt4>(src0.w), As<UInt4>(src1.w))); in ucmp()
1828 dst.x = As<Float4>(CmpLT(As<UInt4>(src0.x), As<UInt4>(src1.x))); in ucmp()
1829 dst.y = As<Float4>(CmpLT(As<UInt4>(src0.y), As<UInt4>(src1.y))); in ucmp()
1830 dst.z = As<Float4>(CmpLT(As<UInt4>(src0.z), As<UInt4>(src1.z))); in ucmp()
1831 dst.w = As<Float4>(CmpLT(As<UInt4>(src0.w), As<UInt4>(src1.w))); in ucmp()
1834 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x))); in ucmp()
1835 dst.y = As<Float4>(CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y))); in ucmp()
1836 dst.z = As<Float4>(CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z))); in ucmp()
1837 dst.w = As<Float4>(CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w))); in ucmp()
1840 dst.x = As<Float4>(CmpLE(As<UInt4>(src0.x), As<UInt4>(src1.x))); in ucmp()
1841 dst.y = As<Float4>(CmpLE(As<UInt4>(src0.y), As<UInt4>(src1.y))); in ucmp()
1842 dst.z = As<Float4>(CmpLE(As<UInt4>(src0.z), As<UInt4>(src1.z))); in ucmp()
1843 dst.w = As<Float4>(CmpLE(As<UInt4>(src0.w), As<UInt4>(src1.w))); in ucmp()
1868 void ShaderCore::bitwise_or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in bitwise_or() argument
1870 dst.x = As<Float4>(As<Int4>(src0.x) | As<Int4>(src1.x)); in bitwise_or()
1871 dst.y = As<Float4>(As<Int4>(src0.y) | As<Int4>(src1.y)); in bitwise_or()
1872 dst.z = As<Float4>(As<Int4>(src0.z) | As<Int4>(src1.z)); in bitwise_or()
1873 dst.w = As<Float4>(As<Int4>(src0.w) | As<Int4>(src1.w)); in bitwise_or()
1876 void ShaderCore::bitwise_xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in bitwise_xor() argument
1878 dst.x = As<Float4>(As<Int4>(src0.x) ^ As<Int4>(src1.x)); in bitwise_xor()
1879 dst.y = As<Float4>(As<Int4>(src0.y) ^ As<Int4>(src1.y)); in bitwise_xor()
1880 dst.z = As<Float4>(As<Int4>(src0.z) ^ As<Int4>(src1.z)); in bitwise_xor()
1881 dst.w = As<Float4>(As<Int4>(src0.w) ^ As<Int4>(src1.w)); in bitwise_xor()
1884 void ShaderCore::bitwise_and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in bitwise_and() argument
1886 dst.x = As<Float4>(As<Int4>(src0.x) & As<Int4>(src1.x)); in bitwise_and()
1887 dst.y = As<Float4>(As<Int4>(src0.y) & As<Int4>(src1.y)); in bitwise_and()
1888 dst.z = As<Float4>(As<Int4>(src0.z) & As<Int4>(src1.z)); in bitwise_and()
1889 dst.w = As<Float4>(As<Int4>(src0.w) & As<Int4>(src1.w)); in bitwise_and()
1892 void ShaderCore::equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in equal() argument
1894 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) & in equal()
1895 CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) & in equal()
1896 CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) & in equal()
1897 CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w))); in equal()
1903 void ShaderCore::notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) in notEqual() argument
1905 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) | in notEqual()
1906 CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) | in notEqual()
1907 CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) | in notEqual()
1908 CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w))); in notEqual()