/third_party/skia/third_party/externals/swiftshader/src/Reactor/ |
H A D | OptimalIntrinsics.cpp | 19 Float4 Reciprocal(RValue<Float4> x, bool pp = false, bool finite = false, bool exactAtPow2 = false) in Reciprocal() 21 Float4 rcp = Rcp_pp(x, exactAtPow2); in Reciprocal() 31 rcp = Min(rcp, Float4((float &)big)); in Reciprocal() 37 Float4 SinOrCos(RValue<Float4> x, bool sin) in SinOrCos() 40 Float4 y = x * Float4(1.59154943e-1f); // 1/2pi in SinOrCos() 48 Float4 y2 = y * y; in SinOrCos() 49 Float4 c in SinOrCos() [all...] |
H A D | OptimalIntrinsics.hpp | 24 Float4 Sin(RValue<Float4> x); 25 Float4 Cos(RValue<Float4> x); 26 Float4 Tan(RValue<Float4> x); 27 Float4 Asin_4_terms(RValue<Float4> x); 28 Float4 Asin_8_terms(RValue<Float4> [all...] |
H A D | EmulatedIntrinsics.hpp | 27 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment, bool zeroMaskedLanes = false); 29 void Scatter(RValue<Pointer<Float>> base, RValue<Float4> val, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment); 33 RValue<Float4> Sin(RValue<Float4> x); 34 RValue<Float4> Cos(RValue<Float4> x); 35 RValue<Float4> Tan(RValue<Float4> x); 36 RValue<Float4> Asin(RValue<Float4> [all...] |
H A D | EmulatedIntrinsics.cpp | 130 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment, bool zeroMaskedLanes /* = false */) 132 Float4 result{}; 144 void Scatter(RValue<Pointer<Float>> base, RValue<Float4> val, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment) 164 RValue<Float4> Sin(RValue<Float4> x) 169 RValue<Float4> Cos(RValue<Float4> x) 174 RValue<Float4> Tan(RValue<Float4> x) 179 RValue<Float4> Asi [all...] |
H A D | Reactor.hpp | 115 class Float4; 883 explicit Short4(RValue<Float4> cast); 939 RValue<Short4> RoundShort4(RValue<Float4> cast); 960 explicit UShort4(RValue<Float4> cast, bool saturate = false); 1408 // RValue<Int2> RoundInt(RValue<Float4> cast); 1464 // RValue<UInt2> RoundInt(RValue<Float4> cast); 1512 struct Scalar<Float4> 1547 friend class Float4; 1555 Float4 *parent; 1920 explicit Int4(RValue<Float4> cas 2274 class Float4 : public LValue<Float4>, public XYZW<Float4> global() class 2905 Float4::Float4(const SwizzleMask1<Float4, T> &rhs) Float4() function in rr::Float4 2912 Float4::Float4(const Swizzle4<Float4, T> &rhs) Float4() function in rr::Float4 2919 Float4::Float4(const Swizzle2<Float4, X> &x, const Swizzle2<Float4, Y> &y) Float4() function in rr::Float4 2927 Float4::Float4(const SwizzleMask2<Float4, X> &x, const Swizzle2<Float4, Y> &y) Float4() function in rr::Float4 2935 Float4::Float4(const Swizzle2<Float4, X> &x, const SwizzleMask2<Float4, Y> &y) Float4() function in rr::Float4 2943 Float4::Float4(const SwizzleMask2<Float4, X> &x, const SwizzleMask2<Float4, Y> &y) Float4() function in rr::Float4 [all...] |
H A D | x86.hpp | 24 RValue<Int4> cvtps2dq(RValue<Float4> val); 30 RValue<Float4> rcpps(RValue<Float4> val); 31 RValue<Float4> sqrtps(RValue<Float4> val); 32 RValue<Float4> rsqrtps(RValue<Float4> val); 33 RValue<Float4> maxps(RValue<Float4> x, RValue<Float4> [all...] |
/third_party/skia/third_party/externals/swiftshader/src/Pipeline/ |
H A D | SamplerCore.hpp | 64 Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4i &offset, Int4 &sample, SamplerFunction function); 67 Float4 applySwizzle(const Vector4f &c, VkComponentSwizzle swizzle, bool integer); 69 Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 [all...] |
H A D | ShaderCore.cpp | 73 this->x = Float4(x); in Vector4f() 74 this->y = Float4(y); in Vector4f() 75 this->z = Float4(z); in Vector4f() 76 this->w = Float4(w); in Vector4f() 97 Float4 &Vector4f::operator[](int i) in operator []() 153 Float4 exponential2(RValue<Float4> x, bool pp) in exponential2() 161 Float4 x0 = x; in exponential2() 162 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2() 163 x0 = Max(x0, As<Float4>(Int in exponential2() [all...] |
H A D | PixelRoutine.hpp | 40 Float4 z[4]; // Multisampled z 41 Float4 w; // Used as is 42 Float4 rhw; // Reciprocal w 47 virtual void setBuiltins(Int &x, Int &y, Float4 (&z)[4], Float4 &w, Int cMask[4], const SampleSet &samples) = 0; 55 void alphaToCoverage(Int cMask[4], const Float4 &alpha, const SampleSet &samples); 62 UShort4 convertFixed16(const Float4 &cf, bool saturate = true); 63 Float4 convertFloat32(const UShort4 &cf); 72 Float4 clampDepth(const Float4 [all...] |
H A D | ShaderCore.hpp | 53 Float4 &operator[](int i); 56 Float4 x; 57 Float4 y; 58 Float4 z; 59 Float4 w; 95 using Float = rr::Float4; 186 Float4 exponential2(RValue<Float4> x, bool pp = false); 187 Float4 logarithm2(RValue<Float4> [all...] |
H A D | VertexRoutine.cpp | 139 Int4 minZ = CmpNLE(Float4(0.0f), posZ); in computeClipFlags() 144 Float4 maxPos = As<Float4>(Int4(0x7F7FFFFF)); in computeClipFlags() 234 v.x = *Pointer<Float4>(source0); in readStream() 235 v.y = *Pointer<Float4>(source1); in readStream() 236 v.z = *Pointer<Float4>(source2); in readStream() 237 v.w = *Pointer<Float4>(source3); in readStream() 251 v.x = Float4(*Pointer<Byte4>(source0)); in readStream() 252 v.y = Float4(*Pointer<Byte4>(source1)); in readStream() 253 v.z = Float4(*Pointe in readStream() [all...] |
H A D | SamplerCore.cpp | 29 Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &dRef, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4i &offset, Int4 &sample, SamplerFunction function) in sampleTexture() 33 Float4 u = uvwa[0]; in sampleTexture() 34 Float4 v = uvwa[1]; in sampleTexture() 35 Float4 w = uvwa[2]; in sampleTexture() 36 Float4 a; // Array layer coordinate in sampleTexture() 47 Float4 uDelta; in sampleTexture() 48 Float4 vDelt in sampleTexture() [all...] |
H A D | PixelRoutine.cpp | 51 routine.inputs[i] = Float4(0.0f); in PixelRoutine() 84 Float4 unclampedZ[4]; in quad() 103 Float4 f; in quad() 104 Float4 rhwCentroid; in quad() 106 Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(primitive + OFFSET(Primitive, xQuad), 16); in quad() 112 Float4 x = xxxx; in quad() 116 x -= *Pointer<Float4>(constants + OFFSET(Constants, X) + q * sizeof(float4)); in quad() 123 z[q] += *Pointer<Float4>(primitiv in quad() [all...] |
/third_party/skia/third_party/externals/swiftshader/src/Shader/ |
H A D | SamplerCore.hpp | 53 Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy); 54 Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 [all...] |
H A D | PixelPipeline.hpp | 30 virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w); 33 virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]); 45 Float4 du; 46 Float4 dv; 50 Float4 u_; // FIXME 51 Float4 v_; // FIXME 52 Float4 w_; // FIXME 53 Float4 U; // FIXME 54 Float4 [all...] |
H A D | ShaderCore.cpp | 78 this->x = Float4(x); in Vector4f() 79 this->y = Float4(y); in Vector4f() 80 this->z = Float4(z); in Vector4f() 81 this->w = Float4(w); in Vector4f() 102 Float4 &Vector4f::operator[](int i) in operator []() 115 Float4 exponential2(RValue<Float4> x, bool pp) in exponential2() 123 Float4 x0 = x; in exponential2() 124 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2() 125 x0 = Max(x0, As<Float4>(Int in exponential2() [all...] |
H A D | ShaderCore.hpp | 50 Float4 &operator[](int i); 53 Float4 x; 54 Float4 y; 55 Float4 z; 56 Float4 w; 59 Float4 exponential2(RValue<Float4> x, bool pp = false); 60 Float4 logarithm2(RValue<Float4> x, bool abs, bool pp = false); 61 Float4 exponentia [all...] |
H A D | VertexRoutine.cpp | 118 Int4 minZ = symmetricNormalizedDepth ? CmpNLE(-o[pos].w, o[pos].z) : CmpNLE(Float4(0.0f), o[pos].z); in computeClipFlags() 127 Int4 finiteX = CmpLE(Abs(o[pos].x), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 128 Int4 finiteY = CmpLE(Abs(o[pos].y), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 129 Int4 finiteZ = CmpLE(Abs(o[pos].z), *Pointer<Float4>(constants + OFFSET(Constants,maxPos))); in computeClipFlags() 172 v.x = *Pointer<Float4>(source0); in readStream() 173 v.y = *Pointer<Float4>(source1); in readStream() 174 v.z = *Pointer<Float4>(source2); in readStream() 175 v.w = *Pointer<Float4>(source3); in readStream() 183 if(stream.count >= 1) v.x = As<Float4>(Int4(v.x)); in readStream() 184 if(stream.count >= 2) v.x = As<Float4>(Int in readStream() [all...] |
H A D | VertexPipeline.cpp | 59 Float4 B = v[BlendIndices].x; in transformBlend() 87 Float4 weight0; in transformBlend() 88 Float4 weight1; in transformBlend() 89 Float4 weight2; in transformBlend() 90 Float4 weight3; in transformBlend() 107 weight1 = Float4(1.0f) - weight0; in transformBlend() 122 weight2 = Float4(1.0f) - (weight0 + weight1); in transformBlend() 139 weight3 = Float4(1.0f) - (weight0 + weight1 + weight2); in transformBlend() 206 o[C0].x = Float4(1.0f); in pipeline() 207 o[C0].y = Float4(1. in pipeline() [all...] |
H A D | PixelRoutine.hpp | 33 Float4 z[4]; // Multisampled z 34 Float4 w; // Used as is 35 Float4 rhw; // Reciprocal w 40 Float4 oDepth; 45 virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0; 48 virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0; 53 void alphaToCoverage(Int cMask[4], Float4 &alpha); 54 void fogBlend(Vector4f &c0, Float4 &fog); 55 void pixelFog(Float4 [all...] |
H A D | PixelPipeline.cpp | 23 void PixelPipeline::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) in setBuiltins() 104 Float4 x = shaderModel < 0x0104 ? v[2 + dst.index].x : v[2 + src0.index].x; in applyShader() 105 Float4 y = shaderModel < 0x0104 ? v[2 + dst.index].y : v[2 + src0.index].y; in applyShader() 106 Float4 z = shaderModel < 0x0104 ? v[2 + dst.index].z : v[2 + src0.index].z; in applyShader() 107 Float4 w = shaderModel < 0x0104 ? v[2 + dst.index].w : v[2 + src0.index].w; in applyShader() 286 Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000); 302 void PixelPipeline::rasterOperation(Float4 [all...] |
H A D | SamplerCore.cpp | 36 void applySwizzle(sw::SwizzleType swizzle, sw::Float4& f, const sw::Vector4f& c) in applySwizzle() 44 case sw::SWIZZLE_ZERO: f = sw::Float4(0.0f, 0.0f, 0.0f, 0.0f); break; in applySwizzle() 45 case sw::SWIZZLE_ONE: f = sw::Float4(1.0f, 1.0f, 1.0f, 1.0f); break; in applySwizzle() 59 Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy) in sampleTexture() 64 Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 [all...] |
/third_party/skia/third_party/externals/swiftshader/src/Device/ |
H A D | QuadRasterizer.hpp | 36 Float4 Dz[4]; 37 Float4 Dw; 38 Float4 Dv[MAX_INTERFACE_COMPONENTS]; 39 Float4 Df; 40 Float4 DclipDistance[MAX_CLIP_DISTANCES]; 41 Float4 DcullDistance[MAX_CULL_DISTANCES]; 49 Float4 interpolate(Float4 &x, Float4 &D, Float4 [all...] |
H A D | QuadRasterizer.cpp | 125 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive, yQuad), 16); 131 Float4 y = yyyy; 135 y += *Pointer<Float4>(constants + OFFSET(Constants, Y) + q * sizeof(float4)); 138 Dz[q] = *Pointer<Float4>(primitive + OFFSET(Primitive, z.C), 16) + y * *Pointer<Float4>(primitive + OFFSET(Primitive, z.B), 16); 146 Dw = *Pointer<Float4>(primitive + OFFSET(Primitive, w.C), 16) + yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive, w.B), 16); in If() 157 Dv[interfaceInterpolant] = *Pointer<Float4>(primitiv in If() [all...] |
/third_party/skia/third_party/externals/swiftshader/src/Renderer/ |
H A D | QuadRasterizer.cpp | 145 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16); 151 Float4 y = yyyy; 155 y -= *Pointer<Float4>(constants + OFFSET(Constants,Y) + q * sizeof(float4)); 158 Dz[q] = *Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) + y * *Pointer<Float4>(primitive + OFFSET(Primitive,z.B), 16); 166 Float4 xxxx = Float4(Float(x0)) + *Pointer<Float4>(primitiv [all...] |