Home
last modified time | relevance | path

Searched refs:vec3_type (Results 1 - 7 of 7) sorted by relevance

/third_party/mesa3d/src/compiler/glsl/
H A Dbuiltin_functions.cpp1679 _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 Dlower_blend_equation_advanced.cpp194 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()
H A Dbuiltin_types.cpp85 glsl_struct_field(glsl_type::vec3_type, "spotDirection"),
H A Dbuiltin_variables.cpp551 vec3_t(glsl_type::vec3_type), vec4_t(glsl_type::vec4_type), in builtin_variable_generator()
/third_party/mesa3d/src/amd/vulkan/
H A Dradv_acceleration_structure.c894 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 Dradv_nir_lower_ray_queries.c177 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()
H A Dradv_pipeline_rt.c269 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()

Completed in 16 milliseconds