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/third_party/skia/third_party/externals/swiftshader/src/Pipeline/
H A DSpirvShaderImage.cpp77 sw::SIMD::Float sRGBtoLinear(sw::SIMD::Float c) in sRGBtoLinear()
79 sw::SIMD::Float lc = c * sw::SIMD::Float(1.0f / 12.92f); in sRGBtoLinear()
80 sw::SIMD::Float ec = sw::power((c + sw::SIMD::Float(0.055f)) * sw::SIMD::Float(1.0f / 1.055f), sw::SIMD::Float(2.4f)); in sRGBtoLinear()
82 sw::SIMD::Int linear = CmpLT(c, sw::SIMD::Float(0.04045f)); in sRGBtoLinear()
84 return rr::As<sw::SIMD::Float>((linea in sRGBtoLinear()
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H A DSpirvShaderGLSLstd450.cpp27 sw::SIMD::Float Interpolate(const sw::SIMD::Float &x, const sw::SIMD::Float &y, const sw::SIMD::Float &rhw, in Interpolate()
28 const sw::SIMD::Float &A, const sw::SIMD::Float &B, const sw::SIMD::Float &C, in Interpolate()
31 sw::SIMD::Float interpolant = C; in Interpolate()
63 dst.move(i, Abs(src.Float(i))); in EmitExtGLSLstd450()
80 dst.move(0, lhs.Float( in EmitExtGLSLstd450()
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H A DShaderCore.hpp95 using Float = rr::Float4;
169 struct Element<Float>
171 using type = rr::Float;
238 rr::RValue<sw::SIMD::Float> Sign(rr::RValue<sw::SIMD::Float> const &val);
242 std::pair<rr::RValue<sw::SIMD::Float>, rr::RValue<sw::SIMD::Float>>
243 Modf(rr::RValue<sw::SIMD::Float> const &val);
256 rr::RValue<sw::SIMD::Float> FMA(
257 rr::RValue<sw::SIMD::Float> cons
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H A DSpirvShaderArithmetic.cpp33 dst.move(i, lhs.Float(i) * rhs.Float(0)); in EmitVectorTimesScalar()
48 SIMD::Float v = lhs.Float(i) * rhs.Float(0); in EmitMatrixTimesVector()
51 v += lhs.Float(i + type.componentCount * j) * rhs.Float(j); in EmitMatrixTimesVector()
68 SIMD::Float v = lhs.Float(0) * rhs.Float( in EmitVectorTimesMatrix()
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H A DSetupRoutine.cpp76 Float x0 = Float(X[0]); in generate()
77 Float x1 = Float(X[1]); in generate()
78 Float x2 = Float(X[2]); in generate()
80 Float y0 = Float(Y[0]); in generate()
81 Float y1 = Float( in generate()
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H A DPixelProgram.cpp92 routine.fragCoord[0] = SIMD::Float(Float(x)) + SIMD::Float(x0, x1, x0, x1); in setBuiltins()
93 routine.fragCoord[1] = SIMD::Float(Float(y)) + SIMD::Float(y0, y0, y1, y1); in setBuiltins()
105 SIMD::Float pointSizeInv = SIMD::Float(*Pointer<Float>(primitive + OFFSET(Primitive, pointSizeInv))); in setBuiltins()
106 routine.pointCoord[0] = SIMD::Float(0. in setBuiltins()
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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);
68 Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
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
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H A DSpirvShaderSampling.cpp131 rr::Function<Void(Pointer<Byte>, Pointer<SIMD::Float>, Pointer<SIMD::Float>, Pointer<Byte>)> function; in emitWriteRoutine()
134 Pointer<SIMD::Float> coord = function.Arg<1>(); in emitWriteRoutine()
135 Pointer<SIMD::Float> texelAndMask = function.Arg<2>(); in emitWriteRoutine()
147 rr::Function<Void(Pointer<Byte>, Pointer<SIMD::Float>, Pointer<SIMD::Float>, Pointer<Byte>)> function; in emitSamplerRoutine()
150 Pointer<SIMD::Float> in = function.Arg<1>(); in emitSamplerRoutine()
151 Pointer<SIMD::Float> out = function.Arg<2>(); in emitSamplerRoutine()
154 SIMD::Float uvwa[4]; in emitSamplerRoutine()
155 SIMD::Float dRe in emitSamplerRoutine()
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H A DShaderCore.cpp577 auto denorm32 = As<SIMD::UInt>(As<SIMD::Float>(magic + man16) - As<SIMD::Float>(magic)); in halfToFloatBits()
641 rr::RValue<sw::SIMD::Float> Sign(rr::RValue<sw::SIMD::Float> const &val) in Sign()
643 return rr::As<sw::SIMD::Float>((rr::As<sw::SIMD::UInt>(val) & sw::SIMD::UInt(0x80000000)) | sw::SIMD::UInt(0x3f800000)); in Sign()
648 std::pair<rr::RValue<sw::SIMD::Float>, rr::RValue<sw::SIMD::Float>>
649 Modf(rr::RValue<sw::SIMD::Float> const &val) in Modf()
687 rr::RValue<sw::SIMD::Float> FMA( in FMA()
688 rr::RValue<sw::SIMD::Float> cons in FMA()
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H A DComputeProgram.cpp74 routine->setInputBuiltin(shader.get(), spv::BuiltInNumWorkgroups, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) { in setWorkgroupBuiltins()
78 As<SIMD::Float>(SIMD::Int(Extract(routine->numWorkgroups, component))); in setWorkgroupBuiltins()
82 routine->setInputBuiltin(shader.get(), spv::BuiltInWorkgroupId, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) { in setWorkgroupBuiltins()
86 As<SIMD::Float>(SIMD::Int(workgroupID[component])); in setWorkgroupBuiltins()
90 routine->setInputBuiltin(shader.get(), spv::BuiltInWorkgroupSize, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) { in setWorkgroupBuiltins()
94 As<SIMD::Float>(SIMD::Int(Extract(routine->workgroupSize, component))); in setWorkgroupBuiltins()
98 routine->setInputBuiltin(shader.get(), spv::BuiltInNumSubgroups, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) { in setWorkgroupBuiltins()
100 value[builtin.FirstComponent] = As<SIMD::Float>(SIMD::Int(routine->subgroupsPerWorkgroup)); in setWorkgroupBuiltins()
103 routine->setInputBuiltin(shader.get(), spv::BuiltInSubgroupSize, [&](const SpirvShader::BuiltinMapping &builtin, Array<SIMD::Float> &value) { in setWorkgroupBuiltins()
105 value[builtin.FirstComponent] = As<SIMD::Float>(SIM in setWorkgroupBuiltins()
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/third_party/vk-gl-cts/framework/common/
H A DtcuFloat.hpp56 class Float class
69 Float (void);
70 explicit Float (StorageType value);
71 explicit Float (float v, RoundingDirection rd = ROUND_TO_EVEN);
72 explicit Float (double v, RoundingDirection rd = ROUND_TO_EVEN);
75 static Float convert (const Float<OtherStorageType, OtherExponentBits, OtherMantissaBits, OtherExponentBias, OtherFlags>& src, RoundingDirection rd = ROUND_TO_EVEN);
77 static inline Float convert (const Float<StorageType, ExponentBits, MantissaBits, ExponentBias, Flags>& src, RoundingDirection = ROUND_TO_EVEN) { return src; } in convert() argument
96 static inline Float construc
130 operator <(const Float<StorageType, ExponentBits, MantissaBits, ExponentBias, Flags>& other) const operator <() argument
151 inline Float<StorageType, ExponentBits, MantissaBits, ExponentBias, Flags>::Float (void) Float() function in tcu::Float
157 inline Float<StorageType, ExponentBits, MantissaBits, ExponentBias, Flags>::Float (StorageType value) Float() function in tcu::Float
163 inline Float<StorageType, ExponentBits, MantissaBits, ExponentBias, Flags>::Float (float value, RoundingDirection rd) Float() function in tcu::Float
172 inline Float<StorageType, ExponentBits, MantissaBits, ExponentBias, Flags>::Float (double value, RoundingDirection rd) Float() function in tcu::Float
271 convert(const Float<OtherStorageType, OtherExponentBits, OtherMantissaBits, OtherExponentBias, OtherFlags>& other, RoundingDirection rd) convert() argument
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/third_party/skia/third_party/externals/swiftshader/src/Renderer/
H A DBlitter.cpp231 c.xyz = Float(Int(*Pointer<Byte>(element))); in read()
235 c.w = Float(Int(*Pointer<Byte>(element))); in read()
239 c.x = Float(Int(*Pointer<SByte>(element))); in read()
244 c.x = Float(Int(*Pointer<Byte>(element))); in read()
248 c.x = Float(Int(*Pointer<Short>(element))); in read()
252 c.x = Float(Int(*Pointer<UShort>(element))); in read()
256 c.x = Float(*Pointer<Int>(element)); in read()
260 c.x = Float(*Pointer<UInt>(element)); in read()
280 c.z = Float(Int(*Pointer<Byte>(element + 0))); in read()
281 c.y = Float(In in read()
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/third_party/skia/third_party/externals/swiftshader/src/Shader/
H A DSetupRoutine.cpp81 Float x0 = Float(X[0]); in generate()
82 Float x1 = Float(X[1]); in generate()
83 Float x2 = Float(X[2]); in generate()
85 Float y0 = Float(Y[0]); in generate()
86 Float y1 = Float( in generate()
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H A DSamplerCore.hpp62 Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
63 Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
64 Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
65 Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
66 Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
67 Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
68 Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float
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/third_party/skia/third_party/externals/dawn/src/dawn_native/opengl/
H A DGLFormat.cpp47 AddFormat(wgpu::TextureFormat::R8Unorm, GL_R8, GL_RED, GL_UNSIGNED_BYTE, Type::Float); in BuildGLFormatTable()
48 AddFormat(wgpu::TextureFormat::R8Snorm, GL_R8_SNORM, GL_RED, GL_BYTE, Type::Float); in BuildGLFormatTable()
55 AddFormat(wgpu::TextureFormat::R16Float, GL_R16F, GL_RED, GL_HALF_FLOAT, Type::Float); in BuildGLFormatTable()
56 AddFormat(wgpu::TextureFormat::RG8Unorm, GL_RG8, GL_RG, GL_UNSIGNED_BYTE, Type::Float); in BuildGLFormatTable()
57 AddFormat(wgpu::TextureFormat::RG8Snorm, GL_RG8_SNORM, GL_RG, GL_BYTE, Type::Float); in BuildGLFormatTable()
64 AddFormat(wgpu::TextureFormat::R32Float, GL_R32F, GL_RED, GL_FLOAT, Type::Float); in BuildGLFormatTable()
67 AddFormat(wgpu::TextureFormat::RG16Float, GL_RG16F, GL_RG, GL_HALF_FLOAT, Type::Float); in BuildGLFormatTable()
68 AddFormat(wgpu::TextureFormat::RGBA8Unorm, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float); in BuildGLFormatTable()
69 AddFormat(wgpu::TextureFormat::RGBA8UnormSrgb, GL_SRGB8_ALPHA8, GL_RGBA, GL_UNSIGNED_BYTE, Type::Float); in BuildGLFormatTable()
70 AddFormat(wgpu::TextureFormat::RGBA8Snorm, GL_RGBA8_SNORM, GL_RGBA, GL_BYTE, Type::Float); in BuildGLFormatTable()
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/third_party/skia/third_party/externals/swiftshader/src/Device/
H A DBlitter.cpp325 c.w = Float(Int(*Pointer<Byte>(element)) & Int(0xF)); in readFloat4()
326 c.x = Float((Int(*Pointer<Byte>(element)) >> 4) & Int(0xF)); in readFloat4()
327 c.y = Float(Int(*Pointer<Byte>(element + 1)) & Int(0xF)); in readFloat4()
328 c.z = Float((Int(*Pointer<Byte>(element + 1)) >> 4) & Int(0xF)); in readFloat4()
332 c.x = Float(Int(*Pointer<SByte>(element))); in readFloat4()
338 c.x = Float(Int(*Pointer<Byte>(element))); in readFloat4()
343 c.x = Float(Int(*Pointer<Short>(element))); in readFloat4()
348 c.x = Float(Int(*Pointer<UShort>(element))); in readFloat4()
352 c.x = Float(*Pointer<Int>(element)); in readFloat4()
356 c.x = Float(*Pointe in readFloat4()
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/third_party/skia/third_party/externals/dawn/src/dawn_native/
H A DVertexFormat.cpp25 {wgpu::VertexFormat::Undefined, 0, 0, 0, VertexFormatBaseType::Float},
31 {wgpu::VertexFormat::Unorm8x2, 2, 2, 1, VertexFormatBaseType::Float},
32 {wgpu::VertexFormat::Unorm8x4, 4, 4, 1, VertexFormatBaseType::Float},
33 {wgpu::VertexFormat::Snorm8x2, 2, 2, 1, VertexFormatBaseType::Float},
34 {wgpu::VertexFormat::Snorm8x4, 4, 4, 1, VertexFormatBaseType::Float},
40 {wgpu::VertexFormat::Unorm16x2, 4, 2, 2, VertexFormatBaseType::Float},
41 {wgpu::VertexFormat::Unorm16x4, 8, 4, 2, VertexFormatBaseType::Float},
42 {wgpu::VertexFormat::Snorm16x2, 4, 2, 2, VertexFormatBaseType::Float},
43 {wgpu::VertexFormat::Snorm16x4, 8, 4, 2, VertexFormatBaseType::Float},
44 {wgpu::VertexFormat::Float16x2, 4, 2, 2, VertexFormatBaseType::Float},
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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
H A DAttributeLayoutTest.cpp347 Format<GLfloat, GL_FLOAT, false> Float(es3); in GetTestCases()
370 mTestCases.push_back({Float(B0, 0, 8, mCoord), Float(B1, 0, 12, mColor)}); in GetTestCases()
373 mTestCases.push_back({Float(M0, 0, 8, mCoord), Float(M1, 0, 12, mColor)}); in GetTestCases()
376 mTestCases.push_back({Float(M0, 0, 8, mCoord), Float(M0, 96, 12, mColor)}); in GetTestCases()
379 mTestCases.push_back({Float(M0, 0, 20, mCoord), Float(M0, 8, 20, mColor)}); in GetTestCases()
382 mTestCases.push_back({Float(B in GetTestCases()
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/third_party/skia/third_party/externals/spirv-tools/test/link/
H A Dtype_match_test.cpp90 Match1(Float)
102 Match2(Vector, Float)
103 Match3(Matrix, Vector, Float)
104 Match2(Image, Float)
120 MatchCompounds1(Float)
121 MatchCompounds2(Array, Float)
122 MatchCompounds2(RuntimeArray, Float)
123 MatchCompounds2(Struct, Float)
124 MatchCompounds2(Pointer, Float)
125 MatchCompounds2(Function, Float)
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/third_party/skia/third_party/externals/swiftshader/third_party/SPIRV-Tools/test/link/
H A Dtype_match_test.cpp90 Match1(Float)
102 Match2(Vector, Float)
103 Match3(Matrix, Vector, Float)
104 Match2(Image, Float)
120 MatchCompounds1(Float)
121 MatchCompounds2(Array, Float)
122 MatchCompounds2(RuntimeArray, Float)
123 MatchCompounds2(Struct, Float)
124 MatchCompounds2(Pointer, Float)
125 MatchCompounds2(Function, Float)
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/third_party/spirv-tools/test/link/
H A Dtype_match_test.cpp91 Match1(Float)
103 Match2(Vector, Float)
104 Match3(Matrix, Vector, Float)
105 Match2(Image, Float)
121 MatchCompounds1(Float)
122 MatchCompounds2(Array, Float)
123 MatchCompounds2(RuntimeArray, Float)
124 MatchCompounds2(Struct, Float)
125 MatchCompounds2(Pointer, Float)
126 MatchCompounds2(Function, Float)
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/third_party/protobuf/java/core/src/main/java/com/google/protobuf/
H A DFloatArrayList.java45 final class FloatArrayList extends AbstractProtobufList<Float>
106 if (Float.floatToIntBits(array[i]) != Float.floatToIntBits(arr[i])) { in equals()
118 result = (31 * result) + Float.floatToIntBits(array[i]); in hashCode()
132 public Float get(int index) { in get()
144 if (!(element instanceof Float)) { in indexOf()
147 float unboxedElement = (Float) element; in indexOf()
168 public Float set(int index, Float element) { in set()
182 public boolean add(Float elemen
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/third_party/rust/crates/rust-cexpr/src/
H A Dexpr.rs54 Float(f64),
76 result_opt!(fn as_float: Float -> f64);
83 EvalResult::Int(_) | EvalResult::Float(_) => Some(self), in as_numeric()
167 (&Float(a), &Int(b)) => Float(a + (b.0 as f64)),
168 (&Int(a), &Float(b)) => Float(a.0 as f64 + b),
169 (&Float(a), &Float(b)) => Float(
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/third_party/skia/third_party/externals/swiftshader/src/Reactor/
H A Dx86.hpp23 RValue<Int> cvtss2si(RValue<Float> val);
26 RValue<Float> rcpss(RValue<Float> val);
27 RValue<Float> sqrtss(RValue<Float> val);
28 RValue<Float> rsqrtss(RValue<Float> val);
36 RValue<Float> roundss(RValue<Float> val, unsigned char imm);
37 RValue<Float> floors
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/third_party/skia/third_party/externals/abseil-cpp/absl/strings/internal/str_format/
H A Dfloat_conversion.cc746 template <typename Float>
748 return std::numeric_limits<Float>::digits % 4 > 0 in HexFloatLeadingDigitSizeInBits()
749 ? std::numeric_limits<Float>::digits % 4 in HexFloatLeadingDigitSizeInBits()
784 // Stores values associated with a Float type needed by the FormatA
785 // implementation in order to avoid templatizing that function by the Float
788 template <typename Float>
789 explicit HexFloatTypeParams(Float) in HexFloatTypeParams()
790 : min_exponent(std::numeric_limits<Float>::min_exponent - 1), in HexFloatTypeParams()
791 leading_digit_size_bits(HexFloatLeadingDigitSizeInBits<Float>()) { in HexFloatTypeParams()
799 // Hex Float Roundin
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