Lines Matching defs:value
60 static inline std::map<string, string> singleMap (const string& key, const string& value)
63 res[key] = value;
141 " " + vtxPrec + " vec4 value = a_value;\n"
143 " v_value = value;\n"
152 " " + fragPrec + " vec4 value = v_value;\n"
154 " o_color = value;\n"
327 return defaultProgramData(m_caseShaderType, "\t" + getShaderPrecision(m_caseShaderType) + " vec4 valueOrig = value;\n" + repetition);
338 case CASETYPE_INDEPENDENT: return "value += sin(float(${NDX}+1)*valueOrig)";
339 case CASETYPE_DEPENDENT: return "value = sin(value)";
370 const string statements = optimized ? " " + precision + " vec4 valueOrig = value;\n"
375 " value += x*y;\n"
377 " value *= " + toString(scale) + ";\n"
379 : " " + precision + " vec4 valueOrig = value;\n"
384 " value += x*y;\n"
386 " value *= " + toString(scale) + ";\n";
408 const string expression = "value*vec4(0.8, 0.7, 0.6, 0.9)";
410 const string mainValueStatement = (optimized ? "\tvalue = " + expression : "\tvalue = func" + toString(m_callNestingDepth-1) + "(value)") + ";\n";
420 string result = precision + " vec4 func0 (" + precision + " vec4 value) { return " + expression + "; }\n";
470 return optimized ? " value = vec4(0.4, 0.5, 0.6, 0.7) * value; // NOTE: factor doesn't necessarily match the one in unoptimized shader, but shouldn't make a difference performance-wise\n"
479 " value = f*value;\n";
487 return optimized ? " value = vec4(0.4, 0.5, 0.6, 0.7) * value; // NOTE: factor doesn't necessarily match the one in unoptimized shader, but shouldn't make a difference performance-wise\n"
507 " value = c*value;\n";
515 return optimized ? " value = vec4(0.4, 0.5, 0.6, 0.7) * value; // NOTE: factor doesn't necessarily match the one in unoptimized shader, but shouldn't make a difference performance-wise\n"
534 " value = c*value;\n";
578 return optimized ? " " + precision + " vec4 s = sin(value);\n"
581 " value = " + repeat("d", numTopLevelRepeats, "+") + ";\n"
583 : " value = " + repeat("fract(sin(value) + cos(sin(value))) + sqrt(sin(value) + exp(cos(sin(value))))", numTopLevelRepeats, "\n\t + ") + ";\n";
591 return optimized ? " " + precision + " vec4 a = sin(value) + cos(exp(value));\n"
597 : repeatIndexedTemplate( " " + precision + " vec4 a${NDX} = sin(value) + cos(exp(value));\n"
603 repeatIndexedTemplate( " value += a${NDX}*b${NDX};\n", numTopLevelRepeats);
613 return " " + precision + " vec4 a = sin(value) + cos(exp(value));\n"
618 + repeat(" value += a*b;\n", numTopLevelRepeats);
626 result += " " + precision + " vec4 a" + toString(i) + " = sin(value) + cos(exp(value));\n"
644 result += repeatIndexedTemplate(" value += a${NDX}*b${NDX};\n", numTopLevelRepeats);
654 return optimized ? " " + precision + " vec4 acc = value;\n"
658 " value += acc;\n"
659 " value += acc;\n"
661 : " " + precision + " vec4 acc0 = value;\n"
665 " " + precision + " vec4 acc1 = value;\n"
669 " value += acc0;\n"
670 " value += acc1;\n";
728 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
730 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
733 " value = cos(exp(sin(value))*log(sqrt(value)));\n"
735 " value = sin(value);\n"
744 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
746 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
754 " value = cos(exp(sin(value))*log(sqrt(value)));\n"
756 " value = sin(value);\n"
769 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
771 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
774 " value = cos(exp(sin(value))*log(sqrt(value)));\n"
776 " value = sin(value);\n"
784 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
785 " value = used;\n"
787 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
788 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value))) + used;\n"
790 " value = used;\n";
797 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
798 " value = used;\n"
800 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
801 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"
804 " value = used;\n";
830 return " value = func(value);\n";
837 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
838 " value = used;\n"
840 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
841 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"
845 " value = used;\n";
852 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
853 " value = used;\n"
855 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
856 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"
858 " value = used + unused*float(1-1);\n";
1009 : caseType == DeadCodeEliminationCase::CASETYPE_UNUSED_VALUE_BASIC ? "Compute a value that is never used even statically"
1010 : caseType == DeadCodeEliminationCase::CASETYPE_UNUSED_VALUE_LOOP ? "Compute a value, using a loop, that is never used even statically"
1011 : caseType == DeadCodeEliminationCase::CASETYPE_UNUSED_VALUE_DEAD_BRANCH ? "Compute a value that is used only inside a statically dead branch"
1012 : caseType == DeadCodeEliminationCase::CASETYPE_UNUSED_VALUE_AFTER_RETURN ? "Compute a value that is used only after a return statement"
1013 : caseType == DeadCodeEliminationCase::CASETYPE_UNUSED_VALUE_MUL_ZERO ? "Compute a value that is used but multiplied by a zero constant expression"