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Searched refs:Int4 (Results 1 - 25 of 44) sorted by relevance

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/third_party/skia/third_party/externals/swiftshader/src/Reactor/
H A DOptimalIntrinsics.cpp109 return As<Float4>(As<Int4>(half_pi - Sqrt(Float4(1.0f) - absx) * (a0 + absx * (a1 + absx * (a2 + absx * a3)))) ^ in Asin_4_terms()
110 (As<Int4>(x) & Int4(0x80000000))); in Asin_4_terms()
127 return As<Float4>(As<Int4>(half_pi - Sqrt(Float4(1.0f) - absx) * (a0 + absx * (a1 + absx * (a2 + absx * (a3 + absx * (a4 + absx * (a5 + absx * (a6 + absx * a7)))))))) ^ in Asin_8_terms()
128 (As<Int4>(x) & Int4(0x80000000))); in Asin_8_terms()
146 Int4 O = CmpNLT(absx, Float4(1.0f)); in Atan()
147 Float4 y = As<Float4>((O & As<Int4>(Float4(1.0f) / absx)) | (~O & As<Int4>(absx))); // FIXME: Vector select in Atan()
151 return As<Float4>(((O & As<Int4>(half_p in Atan()
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H A Dx86.hpp24 RValue<Int4> cvtps2dq(RValue<Float4> val);
44 RValue<Int4> pabsd(RValue<Int4> x);
66 RValue<Short8> packssdw(RValue<Int4> x, RValue<Int4> y);
70 RValue<UShort8> packusdw(RValue<Int4> x, RValue<Int4> y);
79 RValue<Int4> pslld(RValue<Int4> x, unsigned char y);
81 RValue<Int4> psra
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H A DReactor.hpp109 class Int4;
579 explicit Byte4(RValue<Int4> cast);
881 explicit Short4(RValue<Int4> cast);
959 explicit UShort4(RValue<Int4> cast);
1072 RValue<Int4> MulAdd(RValue<Short8> x, RValue<Short8> y);
1073 RValue<Int4> Abs(RValue<Int4> x);
1358 explicit Int2(RValue<Int4> cast);
1518 struct Scalar<Int4>
1915 class Int4 class
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H A DEmulatedIntrinsics.hpp27 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment, bool zeroMaskedLanes = false);
28 RValue<Int4> Gather(RValue<Pointer<Int>> 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);
30 void Scatter(RValue<Pointer<Int>> base, RValue<Int4> val, RValue<Int4> offsets, RValue<Int4> mas
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H A DReactor.cpp1302 Byte4::Byte4(RValue<Int4> cast)
1534 return As<Short4>(Swizzle(As<Int4>(lowHigh), 0x2323));
1702 return As<Short4>(Swizzle(As<Int4>(lowHigh), 0x2323));
1962 RValue<Int4> int4 = RoundInt(cast);
1977 return As<Int2>(Swizzle(As<Int4>(lowHigh), 0x2323));
2008 UShort4::UShort4(RValue<Int4> cast)
2185 RValue<Int4> Abs(RValue<Int4> x)
2927 Int2::Int2(RValue<Int4> cast)
2956 Value *packed = Nucleus::createShuffleVector(Int4(l
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H A DEmulatedIntrinsics.cpp60 void gather(T &out, RValue<Pointer<EL>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment, bool zeroMaskedLanes) in gather()
84 void scatter(RValue<Pointer<EL>> base, RValue<T> val, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment)
130 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment, bool zeroMaskedLanes /* = false */)
137 RValue<Int4> Gather(RValue<Pointer<Int>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment, bool zeroMaskedLanes /* = false */)
139 Int4 resul
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H A DLLVMReactor.cpp428 case Type_v2i32: return T(Int4::type()); in T()
995 createExtractElement(createBitCast(value, Int4::type()), Int::type(), 0), in createStore()
1198 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment, bool zeroMaskedLanes /* = false */) in Gather()
1203 RValue<Int4> Gather(RValue<Pointer<Int>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment, bool zeroMaskedLanes /* = false */) in Gather()
1205 return As<Int4>(V(createGather(V(base.value()), T(Int::type()), V(offsets.value()), V(mask.value()), alignment, zeroMaskedLanes))); in Gather()
1261 void Scatter(RValue<Pointer<Float>> base, RValue<Float4> val, RValue<Int4> offsets, RValue<Int4> mas
2555 Int4::Int4(RValue<Byte4> cast) Int4() function in rr::Int4
2579 Int4::Int4(RValue<SByte4> cast) Int4() function in rr::Int4
2603 Int4::Int4(RValue<Short4> cast) Int4() function in rr::Int4
2621 Int4::Int4(RValue<UShort4> cast) Int4() function in rr::Int4
2639 Int4::Int4(RValue<Int> rhs) Int4() function in rr::Int4
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H A DSubzeroReactor.cpp1412 Int4 vector;
1426 Int4 vector;
1484 RValue<Int4> v(V(vector));
1497 RValue<Int4> v(V(vector));
2533 Short4::Short4(RValue<Int4> cast)
2539 Value *int2 = RValue<Int2>(Int2(As<Int4>(packed))).value();
2554 *this = Short4(Int4(Max(Min(cast, Float4(smax)), Float4(smin))));
2757 return As<SByte8>(Swizzle(As<Int4>(V(result)), 0x0202));
2787 return As<Byte8>(Swizzle(As<Int4>(V(result)), 0x0202));
2816 Int4 int
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/third_party/skia/third_party/externals/swiftshader/src/Shader/
H A DShaderCore.cpp124 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2()
125 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f in exponential2()
127 Int4 i = RoundInt(x0 - Float4(0.5f)); in exponential2()
128 Float4 ii = As<Float4>((i + Int4(127)) << 23); // Add single-precision bias, and shift into exponent. in exponential2()
133 Float4 ff = As<Float4>(Int4(0x3AF61905)); // 1.8775767e-3f in exponential2()
134 ff = ff * f + As<Float4>(Int4(0x3C134806)); // 8.9893397e-3f in exponential2()
135 ff = ff * f + As<Float4>(Int4(0x3D64AA23)); // 5.5826318e-2f in exponential2()
136 ff = ff * f + As<Float4>(Int4(0x3E75EAD4)); // 2.4015361e-1f in exponential2()
137 ff = ff * f + As<Float4>(Int4(0x3F31727B)); // 6.9315308e-1f in exponential2()
152 x1 = As<Float4>(As<Int4>(x in logarithm2()
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H A DVertexProgram.cpp43 enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in VertexProgram()
47 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in VertexProgram()
52 enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in VertexProgram()
88 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in program()
95 vertexID = Int4(Int(index)); in program()
390 Int4 a = dst.index + dynamicAddress(dst.rel); in program()
451 Int4 a = dst.index + dynamicAddress(dst.rel); in program()
466 Int4 enable = enableMask(instruction); in program()
468 Int4 xEnable = enable; in program()
469 Int4 yEnabl in program()
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H A DVertexProgram.hpp55 Array<Int4, MAX_SHADER_ENABLE_STACK_SIZE> enableStack;
56 Int4 enableBreak;
57 Int4 enableContinue;
58 Int4 enableLeave;
61 Int4 vertexID;
77 Int4 dynamicAddress(const Shader::Relative &rel);
78 Int4 enableMask(const Shader::Instruction *instruction);
88 void BREAK(Int4 &condition);
106 void IF(Int4 &condition);
139 std::vector<Int4> restoreContinu
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H A DSamplerCore.hpp61 void border(Int4 &mask, Float4 &coordinates);
79 Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
81 void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function);
84 Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
87 void address(Float4 &uw, Int4& xyz0, Int4
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H A DSamplerCore.cpp521 Int4 border = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); in border()
522 mask = As<Short4>(Int2(As<Int4>(PackSigned(border, border)))); in border()
525 void SamplerCore::border(Int4 &mask, Float4 &coordinates) in border()
527 mask = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); in border()
754 Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap); in sampleQuad2D()
755 Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap); in sampleQuad2D()
756 Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap); in sampleQuad2D()
949 Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap); in sample3D()
950 Short4 vvvv = texelFetch ? Short4(As<Int4>(v in sample3D()
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H A DVertexRoutine.cpp113 Int4 maxX = CmpLT(o[pos].w, o[pos].x); in computeClipFlags()
114 Int4 maxY = CmpLT(o[pos].w, o[pos].y); in computeClipFlags()
115 Int4 maxZ = CmpLT(o[pos].w, o[pos].z); in computeClipFlags()
116 Int4 minX = CmpNLE(-o[pos].w, o[pos].x); in computeClipFlags()
117 Int4 minY = CmpNLE(-o[pos].w, o[pos].y); in computeClipFlags()
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()
131 Int4 finiteXY in computeClipFlags()
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H A DPixelProgram.hpp61 Array<Int4, MAX_SHADER_ENABLE_STACK_SIZE> enableStack;
62 Int4 enableBreak;
63 Int4 enableContinue;
64 Int4 enableLeave;
72 Int4 enableMask(const Shader::Instruction *instruction);
79 Int4 dynamicAddress(const Shader::Relative &rel);
110 void BREAK(Int4 &condition);
128 void IF(Int4 &condition);
149 std::vector<Int4> restoreContinue;
H A DPixelRoutine.cpp443 Int4 zTest; in depthTest()
570 Int4 coverage0 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c0))); in alphaToCoverage()
571 Int4 coverage1 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c1))); in alphaToCoverage()
572 Int4 coverage2 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c2))); in alphaToCoverage()
573 Int4 coverage3 = CmpNLT(alpha, *Pointer<Float4>(data + OFFSET(DrawData,a2c3))); in alphaToCoverage()
714 Z = As<Float4>(As<Int4>(Z) & *Pointer<Int4>(constants + OFFSET(Constants,maskD4X) + zMask * 16, 16)); in writeDepth()
715 zValue = As<Float4>(As<Int4>(zValue) & *Pointer<Int4>(constants + OFFSET(Constants,invMaskD4X) + zMask * 16, 16)); in writeDepth()
716 Z = As<Float4>(As<Int4>( in writeDepth()
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H A DPixelProgram.cpp44 enableStack[0] = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in PixelProgram()
48 enableBreak = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in PixelProgram()
53 enableContinue = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in PixelProgram()
105 enableLeave = Int4(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF); in applyShader()
414 Int4 a = dst.index + dynamicAddress(dst.rel); in applyShader()
441 Int4 a = dst.index + dynamicAddress(dst.rel); in applyShader()
462 Int4 enable = enableMask(instruction); in applyShader()
464 Int4 xEnable = enable; in applyShader()
465 Int4 yEnable = enable; in applyShader()
466 Int4 zEnabl in applyShader()
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/third_party/skia/third_party/externals/swiftshader/src/Pipeline/
H A DSamplerCore.hpp64 Vector4f sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &q, Float &&lodOrBias, Float4 &dsx, Float4 &dsy, Vector4i &offset, Int4 &sample, SamplerFunction function);
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 &uDelta, Float4 &vDelta, SamplerFunction function);
70 Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
71 Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
72 Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
73 Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
74 Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
75 Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
76 Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
77 Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4
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H A DSamplerCore.cpp29 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()
53 Int4 face = cubeFace(u, v, uvwa[0], uvwa[1], uvwa[2], M); in sampleTexture()
217 c.x = c.y = c.z = c.w = integer ? As<Float4>(Int4(1)) : RValue<Float4>(Float4(1.0f)); in sampleTexture()
237 return Float4(As<Float4>(sw::Int4(1, 1, 1, 1))); in applySwizzle()
284 Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function) in sampleFilter()
353 Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function) in sampleAniso()
437 Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function) in sampleQuad()
449 Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function) in sampleQuad2D()
484 UShort4 f0u = As<UShort4>(uuuu0) * UShort4(*Pointer<Int4>(mipmap + OFFSET(Mipmap, width))); in sampleQuad2D()
485 UShort4 f0v = As<UShort4>(vvvv0) * UShort4(*Pointer<Int4>(mipma in sampleQuad2D()
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H A DPixelProgram.cpp35 Int4 PixelProgram::maskAny(Int cMask[4], const SampleSet &samples) in maskAny()
45 Int4 laneBits = Int4(1, 2, 4, 8); in maskAny()
46 Int4 laneShiftsToMSB = Int4(31, 30, 29, 28); in maskAny()
47 Int4 mask(maskUnion); in maskAny()
48 mask = ((mask & laneBits) << laneShiftsToMSB) >> Int4(31); in maskAny()
53 Int4 PixelProgram::maskAny(Int cMask[4], Int sMask[4], Int zMask[4], const SampleSet &samples) in maskAny()
63 Int4 laneBits = Int4( in maskAny()
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H A DShaderCore.cpp116 this->x = Int4(x); in Vector4i()
117 this->y = Int4(y); in Vector4i()
118 this->z = Int4(z); in Vector4i()
119 this->w = Int4(w); in Vector4i()
140 Int4 &Vector4i::operator[](int i) in operator []()
162 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2()
163 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f in exponential2()
165 Int4 i = RoundInt(x0 - Float4(0.5f)); in exponential2()
166 Float4 ii = As<Float4>((i + Int4(127)) << 23); // Add single-precision bias, and shift into exponent. in exponential2()
171 Float4 ff = As<Float4>(Int4( in exponential2()
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H A DPixelRoutine.cpp442 Int4 zTest; in depthTest32F()
515 Int4 zTest; in depthTest16()
530 zTest = Int4(CmpEQ(zValue, Z)); in depthTest16()
533 zTest = ~Int4(CmpEQ(zValue, Z)); in depthTest16()
536 zTest = Int4(CmpGT(zValue, Z)); in depthTest16()
539 zTest = ~Int4(CmpGT(zValue, Z)); in depthTest16()
542 zTest = ~Int4(CmpGT(Z, zValue)); in depthTest16()
545 zTest = Int4(CmpGT(Z, zValue)); in depthTest16()
602 Int4 PixelRoutine::depthBoundsTest16(const Pointer<Byte> &zBuffer, int q, const Int &x) in depthBoundsTest16()
620 return Int4(CmpL in depthBoundsTest16()
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H A DVertexRoutine.cpp127 Int4 maxX = CmpLT(posW, posX); in computeClipFlags()
128 Int4 maxY = CmpLT(posW, posY); in computeClipFlags()
129 Int4 minX = CmpNLE(-posW, posX); in computeClipFlags()
130 Int4 minY = CmpNLE(-posW, posY); in computeClipFlags()
138 Int4 maxZ = CmpLT(posW, posZ); in computeClipFlags()
139 Int4 minZ = CmpNLE(Float4(0.0f), posZ); in computeClipFlags()
144 Float4 maxPos = As<Float4>(Int4(0x7F7FFFFF)); in computeClipFlags()
145 Int4 finiteX = CmpLE(Abs(posX), maxPos); in computeClipFlags()
146 Int4 finiteY = CmpLE(Abs(posY), maxPos); in computeClipFlags()
147 Int4 finite in computeClipFlags()
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/third_party/skia/third_party/externals/swiftshader/src/Main/
H A DFrameBuffer.cpp197 *Pointer<Int4>(d, 1) = *Pointer<Int4>(s, sStride % 16 ? 1 : 16); in copyRoutine()
207 Int4 bgra = *Pointer<Int4>(s, sStride % 16 ? 1 : 16); in copyRoutine()
209 *Pointer<Int4>(d, 1) = ((bgra & Int4(0x00FF0000)) >> 16) | in copyRoutine()
210 ((bgra & Int4(0x000000FF)) << 16) | in copyRoutine()
211 (bgra & Int4(0xFF00FF00)); in copyRoutine()
232 Int4 rgb = Int4(*Pointe in copyRoutine()
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/third_party/skia/third_party/externals/swiftshader/tests/ReactorUnitTests/
H A DReactorUnitTests.cpp737 *Pointer<Int4>(out + 16 * 0) = *Pointer<Int4>(in + 16 * 0);
786 *Pointer<Int4>(out + 16 * 0) = Int4(0x04030201, 0x08070605, 0x0C0B0A09, 0x100F0E0D);
825 *Pointer<Int4>(out + 16 * 0) = Int4(Int2(0x04030201, 0x08070605), Int2(0x0C0B0A09, 0x100F0E0D));
858 Int4 c = Int4(0x01020304, 0x05060708, 0x09101112, 0x13141516);
921 *Pointer<Int4>(out + 16 * (512 + 6 + i) + (8 * 256)) =
922 Swizzle(Int4(
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