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Lines Matching defs:round

374 		y = y - Round(y);
1143 // Note: this version doesn't round to the nearest even in case of a tie as defined by IEEE 754-2008, it rounds to +inf
1182 // round(clamp(c, -1.0, 1.0) * 32767.0)
1183 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) |
1184 ((Int4(Round(Min(Max(s0.y, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) << 16));
1189 // round(clamp(c, 0.0, 1.0) * 65535.0)
1190 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) |
1191 ((Int4(Round
1260 void ShaderCore::round(Vector4f &dst, const Vector4f &src)
1262 dst.x = Round(src.x);
1263 dst.y = Round(src.y);
1264 dst.z = Round(src.z);
1265 dst.w = Round(src.w);
1270 // dst = round(src) + ((round(src) < src) * 2 - 1) * (fract(src) == 0.5) * isOdd(round(src));
1275 // Even if the round implementation rounds the other way:
1280 round(dst, src);