/third_party/skia/third_party/externals/swiftshader/src/Reactor/ |
H A D | OptimalIntrinsics.cpp | 109 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() [all...] |
H A D | x86.hpp | 24 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 [all...] |
H A D | Reactor.hpp | 109 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 [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); 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 [all...] |
H A D | Reactor.cpp | 1302 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 [all...] |
H A D | EmulatedIntrinsics.cpp | 60 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 [all...] |
H A D | LLVMReactor.cpp | 428 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 [all...] |
H A D | SubzeroReactor.cpp | 1412 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 [all...] |
/third_party/skia/third_party/externals/swiftshader/src/Shader/ |
H A D | ShaderCore.cpp | 124 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() [all...] |
H A D | VertexProgram.cpp | 43 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() [all...] |
H A D | VertexProgram.hpp | 55 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 [all...] |
H A D | SamplerCore.hpp | 61 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 [all...] |
H A D | SamplerCore.cpp | 521 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() [all...] |
H A D | VertexRoutine.cpp | 113 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() [all...] |
H A D | PixelProgram.hpp | 61 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 D | PixelRoutine.cpp | 443 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() [all...] |
H A D | PixelProgram.cpp | 44 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() [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); 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 [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() 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() [all...] |
H A D | PixelProgram.cpp | 35 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() [all...] |
H A D | ShaderCore.cpp | 116 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() [all...] |
H A D | PixelRoutine.cpp | 442 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() [all...] |
H A D | VertexRoutine.cpp | 127 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() [all...] |
/third_party/skia/third_party/externals/swiftshader/src/Main/ |
H A D | FrameBuffer.cpp | 197 *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() [all...] |
/third_party/skia/third_party/externals/swiftshader/tests/ReactorUnitTests/ |
H A D | ReactorUnitTests.cpp | 737 *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( [all...] |