/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)))))
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abs.ir | 27 (signature ivec2 29 (declare (in) ivec2 arg0)) 30 ((return (expression ivec2 abs (var_ref arg0)))))
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sign.ir | 27 (signature ivec2 29 (declare (in) ivec2 x)) 30 ((return (expression ivec2 sign (var_ref x)))))
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intBitsToFloat.ir | 9 (declare (in) ivec2 arg))
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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)))))
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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)))))
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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)))))
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abs.ir | 27 (signature ivec2 29 (declare (in) ivec2 arg0)) 30 ((return (expression ivec2 abs (var_ref arg0)))))
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sign.ir | 27 (signature ivec2 29 (declare (in) ivec2 x)) 30 ((return (expression ivec2 sign (var_ref x)))))
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intBitsToFloat.ir | 9 (declare (in) ivec2 arg))
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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)))))
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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)))))
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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);
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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);
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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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