Lines Matching defs:value

60 static inline std::map<string, string> singleMap (const string& key, const string& value)
63 res[key] = value;
140 " " + vtxPrec + " vec4 value = a_value;\n"
142 " v_value = value;\n"
149 " " + fragPrec + " vec4 value = v_value;\n"
151 " gl_FragColor = value;\n"
324 return defaultProgramData(m_caseShaderType, "\t" + getShaderPrecision(m_caseShaderType) + " vec4 valueOrig = value;\n" + repetition);
335 case CASETYPE_INDEPENDENT: return "value += sin(float(${NDX}+1)*valueOrig)";
336 case CASETYPE_DEPENDENT: return "value = sin(value)";
367 const string statements = optimized ? " " + precision + " vec4 valueOrig = value;\n"
372 " value += x*y;\n"
374 " value *= " + toString(scale) + ";\n"
376 : " " + precision + " vec4 valueOrig = value;\n"
381 " value += x*y;\n"
383 " value *= " + toString(scale) + ";\n";
405 const string expression = "value*vec4(0.8, 0.7, 0.6, 0.9)";
407 const string mainValueStatement = (optimized ? "\tvalue = " + expression : "\tvalue = func" + toString(m_callNestingDepth-1) + "(value)") + ";\n";
417 string result = precision + " vec4 func0 (" + precision + " vec4 value) { return " + expression + "; }\n";
468 return optimized ? " value = vec4(0.4, 0.5, 0.6, 0.7) * value; // NOTE: factor doesn't necessarily match the one in unoptimized shader, but shouldn't make a difference performance-wise\n"
477 " value = f*value;\n";
484 return optimized ? " value = vec4(0.4, 0.5, 0.6, 0.7) * value; // NOTE: factor doesn't necessarily match the one in unoptimized shader, but shouldn't make a difference performance-wise\n"
496 " value = c*value;\n";
504 return optimized ? " value = vec4(0.4, 0.5, 0.6, 0.7) * value; // NOTE: factor doesn't necessarily match the one in unoptimized shader, but shouldn't make a difference performance-wise\n"
523 " value = c*value;\n";
567 return optimized ? " " + precision + " vec4 s = sin(value);\n"
570 " value = " + repeat("d", numTopLevelRepeats, "+") + ";\n"
572 : " value = " + repeat("fract(sin(value) + cos(sin(value))) + sqrt(sin(value) + exp(cos(sin(value))))", numTopLevelRepeats, "\n\t + ") + ";\n";
580 return optimized ? " " + precision + " vec4 a = sin(value) + cos(exp(value));\n"
586 : repeatIndexedTemplate( " " + precision + " vec4 a${NDX} = sin(value) + cos(exp(value));\n"
592 repeatIndexedTemplate( " value += a${NDX}*b${NDX};\n", numTopLevelRepeats);
602 return " " + precision + " vec4 a = sin(value) + cos(exp(value));\n"
607 + repeat(" value += a*b;\n", numTopLevelRepeats);
615 result += " " + precision + " vec4 a" + toString(i) + " = sin(value) + cos(exp(value));\n"
633 result += repeatIndexedTemplate(" value += a${NDX}*b${NDX};\n", numTopLevelRepeats);
643 return optimized ? " " + precision + " vec4 acc = value;\n"
647 " value += acc;\n"
648 " value += acc;\n"
650 : " " + precision + " vec4 acc0 = value;\n"
654 " " + precision + " vec4 acc1 = value;\n"
658 " value += acc0;\n"
659 " value += acc1;\n";
717 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
719 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
722 " value = cos(exp(sin(value))*log(sqrt(value)));\n"
724 " value = sin(value);\n"
733 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
735 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
743 " value = cos(exp(sin(value))*log(sqrt(value)));\n"
745 " value = sin(value);\n"
758 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
760 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
763 " value = cos(exp(sin(value))*log(sqrt(value)));\n"
765 " value = sin(value);\n"
773 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
774 " value = used;\n"
776 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
777 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value))) + used;\n"
779 " value = used;\n";
786 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
787 " value = used;\n"
789 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
790 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"
793 " value = used;\n";
819 return " value = func(value);\n";
826 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
827 " value = used;\n"
829 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
830 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"
834 " value = used;\n";
841 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
842 " value = used;\n"
844 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
845 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"
847 " value = used + unused*float(1-1);\n";
1001 : caseType == DeadCodeEliminationCase::CASETYPE_UNUSED_VALUE_BASIC ? "Compute a value that is never used even statically"
1002 : caseType == DeadCodeEliminationCase::CASETYPE_UNUSED_VALUE_LOOP ? "Compute a value, using a loop, that is never used even statically"
1003 : caseType == DeadCodeEliminationCase::CASETYPE_UNUSED_VALUE_DEAD_BRANCH ? "Compute a value that is used only inside a statically dead branch"
1004 : caseType == DeadCodeEliminationCase::CASETYPE_UNUSED_VALUE_AFTER_RETURN ? "Compute a value that is used only after a return statement"
1005 : caseType == DeadCodeEliminationCase::CASETYPE_UNUSED_VALUE_MUL_ZERO ? "Compute a value that is used but multiplied by a zero constant expression"