Lines Matching refs:src2
784 void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
786 dst.x = src0.x * src1.x + src2.x;
787 dst.y = src0.y * src1.y + src2.y;
788 dst.z = src0.z * src1.z + src2.z;
789 dst.w = src0.w * src1.w + src2.w;
792 void ShaderCore::imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
794 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x) + As<Int4>(src2.x));
795 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y) + As<Int4>(src2.y));
796 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z) + As<Int4>(src2.z));
797 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w) + As<Int4>(src2.w));
1011 void ShaderCore::dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1013 Float4 t = dot2(src0, src1) + src2.x;
1184 void ShaderCore::lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1186 dst.x = src0.x * (src1.x - src2.x) + src2.x;
1187 dst.y = src0.y * (src1.y - src2.y) + src2.y;
1188 dst.z = src0.z * (src1.z - src2.z) + src2.z;
1189 dst.w = src0.w * (src1.w - src2.w) + src2.w;
1301 void ShaderCore::det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1303 crs(dst, src1, src2);
1307 void ShaderCore::det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3)
1309 dst.x = src2.z * src3.w - src2.w * src3.z;
1311 dst.z = src1.z * src2.w - src1.w * src2.z;
1312 dst.x = src0.x * (src1.y * dst.x + src2.y * dst.y + src3.y * dst.z) -
1313 src0.y * (src1.x * dst.x + src2.x * dst.y + src3.x * dst.z) +
1314 src0.z * (src1.x * (src2.y * src3.w - src2.w * src3.y) +
1315 src2.x * (src1.w * src3.y - src1.y * src3.w) +
1316 src3.x * (src1.y * src2.w - src1.w * src2.y)) +
1317 src0.w * (src1.x * (src2.z * src3.y - src2.y * src3.z) +
1318 src2.x * (src1.y * src3.z - src1.z * src3.y) +
1319 src3.x * (src1.z * src2.y - src1.y * src2.z));
1745 void ShaderCore::cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1747 cmp0(dst.x, src0.x, src1.x, src2.x);
1748 cmp0(dst.y, src0.y, src1.y, src2.y);
1749 cmp0(dst.z, src0.z, src1.z, src2.z);
1750 cmp0(dst.w, src0.w, src1.w, src2.w);
1753 void ShaderCore::select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1755 select(dst.x, As<Int4>(src0.x), src1.x, src2.x);
1756 select(dst.y, As<Int4>(src0.y), src1.y, src2.y);
1757 select(dst.z, As<Int4>(src0.z), src1.z, src2.z);
1758 select(dst.w, As<Int4>(src0.w), src1.w, src2.w);
1790 void ShaderCore::cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1793 select(dst, pos, src1, src2);
1796 void ShaderCore::cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1799 select(dst, pos, src1, src2);
1802 void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2)
1805 dst = As<Float4>((src0 & As<Int4>(src1)) | (~src0 & As<Int4>(src2)));