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Searched refs:Float4 (Results 1 - 25 of 58) sorted by relevance

123

/third_party/skia/third_party/externals/swiftshader/src/Reactor/
H A DOptimalIntrinsics.cpp19 Float4 Reciprocal(RValue<Float4> x, bool pp = false, bool finite = false, bool exactAtPow2 = false) in Reciprocal()
21 Float4 rcp = Rcp_pp(x, exactAtPow2); in Reciprocal()
31 rcp = Min(rcp, Float4((float &)big)); in Reciprocal()
37 Float4 SinOrCos(RValue<Float4> x, bool sin) in SinOrCos()
40 Float4 y = x * Float4(1.59154943e-1f); // 1/2pi in SinOrCos()
48 Float4 y2 = y * y; in SinOrCos()
49 Float4 c in SinOrCos()
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H A DOptimalIntrinsics.hpp24 Float4 Sin(RValue<Float4> x);
25 Float4 Cos(RValue<Float4> x);
26 Float4 Tan(RValue<Float4> x);
27 Float4 Asin_4_terms(RValue<Float4> x);
28 Float4 Asin_8_terms(RValue<Float4>
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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);
29 void Scatter(RValue<Pointer<Float>> base, RValue<Float4> val, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment);
33 RValue<Float4> Sin(RValue<Float4> x);
34 RValue<Float4> Cos(RValue<Float4> x);
35 RValue<Float4> Tan(RValue<Float4> x);
36 RValue<Float4> Asin(RValue<Float4>
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H A DEmulatedIntrinsics.cpp130 RValue<Float4> Gather(RValue<Pointer<Float>> base, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment, bool zeroMaskedLanes /* = false */)
132 Float4 result{};
144 void Scatter(RValue<Pointer<Float>> base, RValue<Float4> val, RValue<Int4> offsets, RValue<Int4> mask, unsigned int alignment)
164 RValue<Float4> Sin(RValue<Float4> x)
169 RValue<Float4> Cos(RValue<Float4> x)
174 RValue<Float4> Tan(RValue<Float4> x)
179 RValue<Float4> Asi
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H A DReactor.hpp115 class Float4;
883 explicit Short4(RValue<Float4> cast);
939 RValue<Short4> RoundShort4(RValue<Float4> cast);
960 explicit UShort4(RValue<Float4> cast, bool saturate = false);
1408 // RValue<Int2> RoundInt(RValue<Float4> cast);
1464 // RValue<UInt2> RoundInt(RValue<Float4> cast);
1512 struct Scalar<Float4>
1547 friend class Float4;
1555 Float4 *parent;
1920 explicit Int4(RValue<Float4> cas
2274 class Float4 : public LValue<Float4>, public XYZW<Float4> global() class
2905 Float4::Float4(const SwizzleMask1<Float4, T> &rhs) Float4() function in rr::Float4
2912 Float4::Float4(const Swizzle4<Float4, T> &rhs) Float4() function in rr::Float4
2919 Float4::Float4(const Swizzle2<Float4, X> &x, const Swizzle2<Float4, Y> &y) Float4() function in rr::Float4
2927 Float4::Float4(const SwizzleMask2<Float4, X> &x, const Swizzle2<Float4, Y> &y) Float4() function in rr::Float4
2935 Float4::Float4(const Swizzle2<Float4, X> &x, const SwizzleMask2<Float4, Y> &y) Float4() function in rr::Float4
2943 Float4::Float4(const SwizzleMask2<Float4, X> &x, const SwizzleMask2<Float4, Y> &y) Float4() function in rr::Float4
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H A Dx86.hpp24 RValue<Int4> cvtps2dq(RValue<Float4> val);
30 RValue<Float4> rcpps(RValue<Float4> val);
31 RValue<Float4> sqrtps(RValue<Float4> val);
32 RValue<Float4> rsqrtps(RValue<Float4> val);
33 RValue<Float4> maxps(RValue<Float4> x, RValue<Float4>
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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);
67 Float4 applySwizzle(const Vector4f &c, VkComponentSwizzle swizzle, bool integer);
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
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H A DShaderCore.cpp73 this->x = Float4(x); in Vector4f()
74 this->y = Float4(y); in Vector4f()
75 this->z = Float4(z); in Vector4f()
76 this->w = Float4(w); in Vector4f()
97 Float4 &Vector4f::operator[](int i) in operator []()
153 Float4 exponential2(RValue<Float4> x, bool pp) in exponential2()
161 Float4 x0 = x; in exponential2()
162 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2()
163 x0 = Max(x0, As<Float4>(Int in exponential2()
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H A DPixelRoutine.hpp40 Float4 z[4]; // Multisampled z
41 Float4 w; // Used as is
42 Float4 rhw; // Reciprocal w
47 virtual void setBuiltins(Int &x, Int &y, Float4 (&z)[4], Float4 &w, Int cMask[4], const SampleSet &samples) = 0;
55 void alphaToCoverage(Int cMask[4], const Float4 &alpha, const SampleSet &samples);
62 UShort4 convertFixed16(const Float4 &cf, bool saturate = true);
63 Float4 convertFloat32(const UShort4 &cf);
72 Float4 clampDepth(const Float4
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H A DShaderCore.hpp53 Float4 &operator[](int i);
56 Float4 x;
57 Float4 y;
58 Float4 z;
59 Float4 w;
95 using Float = rr::Float4;
186 Float4 exponential2(RValue<Float4> x, bool pp = false);
187 Float4 logarithm2(RValue<Float4>
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H A DVertexRoutine.cpp139 Int4 minZ = CmpNLE(Float4(0.0f), posZ); in computeClipFlags()
144 Float4 maxPos = As<Float4>(Int4(0x7F7FFFFF)); in computeClipFlags()
234 v.x = *Pointer<Float4>(source0); in readStream()
235 v.y = *Pointer<Float4>(source1); in readStream()
236 v.z = *Pointer<Float4>(source2); in readStream()
237 v.w = *Pointer<Float4>(source3); in readStream()
251 v.x = Float4(*Pointer<Byte4>(source0)); in readStream()
252 v.y = Float4(*Pointer<Byte4>(source1)); in readStream()
253 v.z = Float4(*Pointe in readStream()
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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()
33 Float4 u = uvwa[0]; in sampleTexture()
34 Float4 v = uvwa[1]; in sampleTexture()
35 Float4 w = uvwa[2]; in sampleTexture()
36 Float4 a; // Array layer coordinate in sampleTexture()
47 Float4 uDelta; in sampleTexture()
48 Float4 vDelt in sampleTexture()
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H A DPixelRoutine.cpp51 routine.inputs[i] = Float4(0.0f); in PixelRoutine()
84 Float4 unclampedZ[4]; in quad()
103 Float4 f; in quad()
104 Float4 rhwCentroid; in quad()
106 Float4 xxxx = Float4(Float(x)) + *Pointer<Float4>(primitive + OFFSET(Primitive, xQuad), 16); in quad()
112 Float4 x = xxxx; in quad()
116 x -= *Pointer<Float4>(constants + OFFSET(Constants, X) + q * sizeof(float4)); in quad()
123 z[q] += *Pointer<Float4>(primitiv in quad()
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/third_party/skia/third_party/externals/swiftshader/src/Shader/
H A DSamplerCore.hpp53 Vector4s sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy);
54 Vector4f sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4
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H A DPixelPipeline.hpp30 virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w);
33 virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]);
45 Float4 du;
46 Float4 dv;
50 Float4 u_; // FIXME
51 Float4 v_; // FIXME
52 Float4 w_; // FIXME
53 Float4 U; // FIXME
54 Float4
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H A DShaderCore.cpp78 this->x = Float4(x); in Vector4f()
79 this->y = Float4(y); in Vector4f()
80 this->z = Float4(z); in Vector4f()
81 this->w = Float4(w); in Vector4f()
102 Float4 &Vector4f::operator[](int i) in operator []()
115 Float4 exponential2(RValue<Float4> x, bool pp) in exponential2()
123 Float4 x0 = x; in exponential2()
124 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f in exponential2()
125 x0 = Max(x0, As<Float4>(Int in exponential2()
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H A DShaderCore.hpp50 Float4 &operator[](int i);
53 Float4 x;
54 Float4 y;
55 Float4 z;
56 Float4 w;
59 Float4 exponential2(RValue<Float4> x, bool pp = false);
60 Float4 logarithm2(RValue<Float4> x, bool abs, bool pp = false);
61 Float4 exponentia
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H A DVertexRoutine.cpp118 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()
172 v.x = *Pointer<Float4>(source0); in readStream()
173 v.y = *Pointer<Float4>(source1); in readStream()
174 v.z = *Pointer<Float4>(source2); in readStream()
175 v.w = *Pointer<Float4>(source3); in readStream()
183 if(stream.count >= 1) v.x = As<Float4>(Int4(v.x)); in readStream()
184 if(stream.count >= 2) v.x = As<Float4>(Int in readStream()
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H A DVertexPipeline.cpp59 Float4 B = v[BlendIndices].x; in transformBlend()
87 Float4 weight0; in transformBlend()
88 Float4 weight1; in transformBlend()
89 Float4 weight2; in transformBlend()
90 Float4 weight3; in transformBlend()
107 weight1 = Float4(1.0f) - weight0; in transformBlend()
122 weight2 = Float4(1.0f) - (weight0 + weight1); in transformBlend()
139 weight3 = Float4(1.0f) - (weight0 + weight1 + weight2); in transformBlend()
206 o[C0].x = Float4(1.0f); in pipeline()
207 o[C0].y = Float4(1. in pipeline()
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H A DPixelRoutine.hpp33 Float4 z[4]; // Multisampled z
34 Float4 w; // Used as is
35 Float4 rhw; // Reciprocal w
40 Float4 oDepth;
45 virtual void setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) = 0;
48 virtual void rasterOperation(Float4 &fog, Pointer<Byte> cBuffer[4], Int &x, Int sMask[4], Int zMask[4], Int cMask[4]) = 0;
53 void alphaToCoverage(Int cMask[4], Float4 &alpha);
54 void fogBlend(Vector4f &c0, Float4 &fog);
55 void pixelFog(Float4
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H A DPixelPipeline.cpp23 void PixelPipeline::setBuiltins(Int &x, Int &y, Float4(&z)[4], Float4 &w) in setBuiltins()
104 Float4 x = shaderModel < 0x0104 ? v[2 + dst.index].x : v[2 + src0.index].x; in applyShader()
105 Float4 y = shaderModel < 0x0104 ? v[2 + dst.index].y : v[2 + src0.index].y; in applyShader()
106 Float4 z = shaderModel < 0x0104 ? v[2 + dst.index].z : v[2 + src0.index].z; in applyShader()
107 Float4 w = shaderModel < 0x0104 ? v[2 + dst.index].w : v[2 + src0.index].w; in applyShader()
286 Float4 alpha = Float4(current.w) * Float4(1.0f / 0x1000);
302 void PixelPipeline::rasterOperation(Float4
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H A DSamplerCore.cpp36 void applySwizzle(sw::SwizzleType swizzle, sw::Float4& f, const sw::Vector4f& c) in applySwizzle()
44 case sw::SWIZZLE_ZERO: f = sw::Float4(0.0f, 0.0f, 0.0f, 0.0f); break; in applySwizzle()
45 case sw::SWIZZLE_ONE: f = sw::Float4(1.0f, 1.0f, 1.0f, 1.0f); break; in applySwizzle()
59 Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy) in sampleTexture()
64 Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4
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/third_party/skia/third_party/externals/swiftshader/src/Device/
H A DQuadRasterizer.hpp36 Float4 Dz[4];
37 Float4 Dw;
38 Float4 Dv[MAX_INTERFACE_COMPONENTS];
39 Float4 Df;
40 Float4 DclipDistance[MAX_CLIP_DISTANCES];
41 Float4 DcullDistance[MAX_CULL_DISTANCES];
49 Float4 interpolate(Float4 &x, Float4 &D, Float4
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H A DQuadRasterizer.cpp125 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive, yQuad), 16);
131 Float4 y = yyyy;
135 y += *Pointer<Float4>(constants + OFFSET(Constants, Y) + q * sizeof(float4));
138 Dz[q] = *Pointer<Float4>(primitive + OFFSET(Primitive, z.C), 16) + y * *Pointer<Float4>(primitive + OFFSET(Primitive, z.B), 16);
146 Dw = *Pointer<Float4>(primitive + OFFSET(Primitive, w.C), 16) + yyyy * *Pointer<Float4>(primitive + OFFSET(Primitive, w.B), 16); in If()
157 Dv[interfaceInterpolant] = *Pointer<Float4>(primitiv in If()
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/third_party/skia/third_party/externals/swiftshader/src/Renderer/
H A DQuadRasterizer.cpp145 Float4 yyyy = Float4(Float(y)) + *Pointer<Float4>(primitive + OFFSET(Primitive,yQuad), 16);
151 Float4 y = yyyy;
155 y -= *Pointer<Float4>(constants + OFFSET(Constants,Y) + q * sizeof(float4));
158 Dz[q] = *Pointer<Float4>(primitive + OFFSET(Primitive,z.C), 16) + y * *Pointer<Float4>(primitive + OFFSET(Primitive,z.B), 16);
166 Float4 xxxx = Float4(Float(x0)) + *Pointer<Float4>(primitiv
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