/third_party/mesa3d/src/compiler/glsl/ |
H A D | builtin_functions.cpp | 1679 _read_invocation_intrinsic(glsl_type::vec3_type), in create_intrinsics() 1696 _read_first_invocation_intrinsic(glsl_type::vec3_type), in create_intrinsics() 1729 _##NAME(glsl_type::vec3_type), \ in create_builtins() 1737 _##NAME(always_available, glsl_type::vec3_type), \ in create_builtins() 1749 _##NAME(v130, glsl_type::vec3_type), \ in create_builtins() 1761 _##NAME(v130_or_gpu_shader4, glsl_type::vec3_type), \ in create_builtins() 1773 _##NAME(gpu_shader5_es, glsl_type::vec3_type), \ in create_builtins() 1785 _##NAME(glsl_type::vec3_type), \ in create_builtins() 1797 _##NAME(always_available, glsl_type::vec3_type), \ in create_builtins() 1816 _##NAME(always_available, glsl_type::vec3_type), \ in create_builtins() [all...] |
H A D | lower_blend_equation_advanced.cpp | 194 return dot(c, new(mem_ctx) ir_constant(glsl_type::vec3_type, &data)); in lumv3() 300 ir_variable *src_rgb = f.make_temp(glsl_type::vec3_type, "__blend_src_rgb"); in calc_blend_result() 307 ir_variable *dst_rgb = f.make_temp(glsl_type::vec3_type, "__blend_dst_rgb"); in calc_blend_result() 326 ir_variable *factor = f.make_temp(glsl_type::vec3_type, "__blend_factor"); in calc_blend_result()
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H A D | builtin_types.cpp | 85 glsl_struct_field(glsl_type::vec3_type, "spotDirection"),
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H A D | builtin_variables.cpp | 551 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type), in builtin_variable_generator()
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/third_party/mesa3d/src/amd/vulkan/ |
H A D | radv_acceleration_structure.c | 894 const struct glsl_type *vec3_type = glsl_vector_type(GLSL_TYPE_FLOAT, 3); in get_vertices() local 896 nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "vertex0"), in get_vertices() 897 nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "vertex1"), in get_vertices() 898 nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "vertex2")}; in get_vertices() 1144 const struct glsl_type *vec3_type = glsl_vector_type(GLSL_TYPE_FLOAT, 3); in build_leaf_shader() local 1178 nir_variable_create(b.shader, nir_var_shader_temp, vec3_type, "min_bound"), in build_leaf_shader() 1179 nir_variable_create(b.shader, nir_var_shader_temp, vec3_type, "max_bound"), in build_leaf_shader() 1499 const struct glsl_type *vec3_type = glsl_vector_type(GLSL_TYPE_FLOAT, 3); in build_morton_shader() local 1527 nir_variable_create(b.shader, nir_var_shader_temp, vec3_type, "min_bound"), in build_morton_shader() 1528 nir_variable_create(b.shader, nir_var_shader_temp, vec3_type, "max_boun in build_morton_shader() 1571 const struct glsl_type *vec3_type = glsl_vector_type(GLSL_TYPE_FLOAT, 3); build_internal_shader() local [all...] |
H A D | radv_nir_lower_ray_queries.c | 177 const struct glsl_type *vec3_type = glsl_vector_type(GLSL_TYPE_FLOAT, 3); in init_ray_query_traversal_vars() local 179 result.origin = rq_variable_create(shader, impl, array_length, vec3_type, VAR_NAME("_origin")); in init_ray_query_traversal_vars() 181 rq_variable_create(shader, impl, array_length, vec3_type, VAR_NAME("_direction")); in init_ray_query_traversal_vars() 183 result.inv_dir = rq_variable_create(shader, impl, array_length, vec3_type, VAR_NAME("_inv_dir")); in init_ray_query_traversal_vars() 231 const struct glsl_type *vec3_type = glsl_vector_type(GLSL_TYPE_FLOAT, 3); in init_ray_query_vars() local 239 dst->origin = rq_variable_create(shader, impl, array_length, vec3_type, VAR_NAME("_origin")); in init_ray_query_vars() 242 rq_variable_create(shader, impl, array_length, vec3_type, VAR_NAME("_direction")); in init_ray_query_vars()
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H A D | radv_pipeline_rt.c | 269 const struct glsl_type *vec3_type = glsl_vector_type(GLSL_TYPE_FLOAT, 3); in create_rt_variables() local 280 vars.origin = nir_variable_create(shader, nir_var_shader_temp, vec3_type, "ray_origin"); in create_rt_variables() 282 vars.direction = nir_variable_create(shader, nir_var_shader_temp, vec3_type, "ray_direction"); in create_rt_variables() 1060 const struct glsl_type *vec3_type = glsl_vector_type(GLSL_TYPE_FLOAT, 3); in init_traversal_vars() local 1063 ret.origin = nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "traversal_origin"); in init_traversal_vars() 1064 ret.dir = nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "traversal_dir"); in init_traversal_vars() 1066 nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "traversal_inv_dir"); in init_traversal_vars()
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