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  /external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/
floatBitsToInt.ir 7 (signature ivec2
10 ((return (expression ivec2 bitcast_f2i (var_ref arg)))))
abs.ir 27 (signature ivec2
29 (declare (in) ivec2 arg0))
30 ((return (expression ivec2 abs (var_ref arg0)))))
sign.ir 27 (signature ivec2
29 (declare (in) ivec2 x))
30 ((return (expression ivec2 sign (var_ref x)))))
intBitsToFloat.ir 9 (declare (in) ivec2 arg))
max.ir 50 (signature ivec2
52 (declare (in) ivec2 arg0)
53 (declare (in) ivec2 arg1))
54 ((return (expression ivec2 max (var_ref arg0) (var_ref arg1)))))
68 (signature ivec2
70 (declare (in) ivec2 arg0)
72 ((return (expression ivec2 max (var_ref arg0) (var_ref arg1)))))
min.ir 50 (signature ivec2
52 (declare (in) ivec2 arg0)
53 (declare (in) ivec2 arg1))
54 ((return (expression ivec2 min (var_ref arg0) (var_ref arg1)))))
68 (signature ivec2
70 (declare (in) ivec2 arg0)
72 ((return (expression ivec2 min (var_ref arg0) (var_ref arg1)))))
clamp.ir 58 (signature ivec2
60 (declare (in) ivec2 arg0)
61 (declare (in) ivec2 arg1)
62 (declare (in) ivec2 arg2))
63 ((return (expression ivec2 max (expression ivec2 min (var_ref arg0) (var_ref arg2)) (var_ref arg1)))))
79 (signature ivec2
81 (declare (in) ivec2 arg0)
84 ((return (expression ivec2 max (expression ivec2 min (var_ref arg0) (var_ref arg2)) (var_ref arg1))))
    [all...]
  /external/mesa3d/src/glsl/builtins/ir/
floatBitsToInt.ir 7 (signature ivec2
10 ((return (expression ivec2 bitcast_f2i (var_ref arg)))))
abs.ir 27 (signature ivec2
29 (declare (in) ivec2 arg0))
30 ((return (expression ivec2 abs (var_ref arg0)))))
sign.ir 27 (signature ivec2
29 (declare (in) ivec2 x))
30 ((return (expression ivec2 sign (var_ref x)))))
intBitsToFloat.ir 9 (declare (in) ivec2 arg))
max.ir 50 (signature ivec2
52 (declare (in) ivec2 arg0)
53 (declare (in) ivec2 arg1))
54 ((return (expression ivec2 max (var_ref arg0) (var_ref arg1)))))
68 (signature ivec2
70 (declare (in) ivec2 arg0)
72 ((return (expression ivec2 max (var_ref arg0) (var_ref arg1)))))
min.ir 50 (signature ivec2
52 (declare (in) ivec2 arg0)
53 (declare (in) ivec2 arg1))
54 ((return (expression ivec2 min (var_ref arg0) (var_ref arg1)))))
68 (signature ivec2
70 (declare (in) ivec2 arg0)
72 ((return (expression ivec2 min (var_ref arg0) (var_ref arg1)))))
clamp.ir 58 (signature ivec2
60 (declare (in) ivec2 arg0)
61 (declare (in) ivec2 arg1)
62 (declare (in) ivec2 arg2))
63 ((return (expression ivec2 max (expression ivec2 min (var_ref arg0) (var_ref arg2)) (var_ref arg1)))))
79 (signature ivec2
81 (declare (in) ivec2 arg0)
84 ((return (expression ivec2 max (expression ivec2 min (var_ref arg0) (var_ref arg2)) (var_ref arg1))))
    [all...]
  /external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/
140.glsl 126 ivec2 abs(ivec2 x);
135 ivec2 sign(ivec2 x);
193 ivec2 min(ivec2 x, ivec2 y);
197 ivec2 min(ivec2 x, int y);
220 ivec2 max(ivec2 x, ivec2 y)
    [all...]
ARB_shader_bit_encoding.glsl 5 ivec2 floatBitsToInt(vec2 value);
15 vec2 intBitsToFloat(ivec2 value);
130.glsl 126 ivec2 abs(ivec2 x);
135 ivec2 sign(ivec2 x);
193 ivec2 min(ivec2 x, ivec2 y);
197 ivec2 min(ivec2 x, int y);
220 ivec2 max(ivec2 x, ivec2 y)
    [all...]
130.frag 61 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
62 ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);
63 uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);
70 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
76 vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias);
77 ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
78 uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
90 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias);
91 ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float bias);
92 uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float bias)
    [all...]
140.frag 60 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
61 ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);
62 uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);
69 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
75 vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias);
76 ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
77 uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
89 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias);
90 ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float bias);
91 uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float bias)
    [all...]
  /external/mesa3d/src/glsl/builtins/profiles/
140.glsl 126 ivec2 abs(ivec2 x);
135 ivec2 sign(ivec2 x);
193 ivec2 min(ivec2 x, ivec2 y);
197 ivec2 min(ivec2 x, int y);
220 ivec2 max(ivec2 x, ivec2 y)
    [all...]
ARB_shader_bit_encoding.glsl 5 ivec2 floatBitsToInt(vec2 value);
15 vec2 intBitsToFloat(ivec2 value);
130.glsl 126 ivec2 abs(ivec2 x);
135 ivec2 sign(ivec2 x);
193 ivec2 min(ivec2 x, ivec2 y);
197 ivec2 min(ivec2 x, int y);
220 ivec2 max(ivec2 x, ivec2 y)
    [all...]
130.frag 61 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
62 ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);
63 uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);
70 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
76 vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias);
77 ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
78 uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
90 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias);
91 ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float bias);
92 uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float bias)
    [all...]
140.frag 60 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
61 ivec4 textureOffset(isampler2D sampler, vec2 P, ivec2 offset, float bias);
62 uvec4 textureOffset(usampler2D sampler, vec2 P, ivec2 offset, float bias);
69 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
75 vec4 textureOffset( sampler2DArray sampler, vec3 P, ivec2 offset, float bias);
76 ivec4 textureOffset(isampler2DArray sampler, vec3 P, ivec2 offset, float bias);
77 uvec4 textureOffset(usampler2DArray sampler, vec3 P, ivec2 offset, float bias);
89 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias);
90 ivec4 textureProjOffset(isampler2D sampler, vec3 P, ivec2 offset, float bias);
91 uvec4 textureProjOffset(usampler2D sampler, vec3 P, ivec2 offset, float bias)
    [all...]
  /external/jmonkeyengine/engine/src/core-data/Common/ShaderLib/
MultiSample.glsllib 21 ivec2 iTexC = ivec2(texC * textureSize(tex));
30 ivec2 iTexC = ivec2(texC * textureSize(tex));
39 ivec2 iTexC = ivec2(texC * textureSize(tex));

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