Home | History | Annotate | Download | only in Shader

Lines Matching refs:As

10 // distributed under the License is distributed on an "AS IS" BASIS,
110 Float lodBias = (function == Fetch) ? Float4(As<Int4>(q)).x : q.x;
156 c.x = MulHigh(As<UShort4>(c.x), UShort4(0x10000000 / 0xF800));
157 c.y = MulHigh(As<UShort4>(c.y), UShort4(0x10000000 / 0xFC00));
158 c.z = MulHigh(As<UShort4>(c.z), UShort4(0x10000000 / 0xF800));
177 c[component] = As<UShort4>(c[component]) >> 4;
342 Float lodBias = (function == Fetch) ? Float4(As<Int4>(q)).x : q.x;
409 c.x = Float4(As<UShort4>(cs.x)) * Float4(1.0f / 0xF800);
410 c.y = Float4(As<UShort4>(cs.y)) * Float4(1.0f / 0xFC00);
411 c.z = Float4(As<UShort4>(cs.z)) * Float4(1.0f / 0xF800);
456 c.y = As<Float4>(UInt4(0));
463 c.z = As<Float4>(UInt4(0));
470 c.w = As<Float4>(UInt4(1));
563 Pointer<Byte> mipmap = texture + OFFSET(Texture, mipmap) + (As<Int>(Extract(lod, i)) + baseLevel) * sizeof(Mipmap);
564 size.x = Insert(size.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i);
565 size.y = Insert(size.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i);
566 size.z = Insert(size.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i);
572 Int4 border = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f)));
573 mask = As<Short4>(Int2(As<Int4>(Pack(border, border))));
578 mask = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f)));
608 case -1: return SubSat(As<UShort4>(uvw), As<UShort4>(offset));
610 case +1: return AddSat(As<UShort4>(uvw), As<UShort4>(offset));
611 case 2: return AddSat(AddSat(As<UShort4>(uvw), As<UShort4>(offset)), As<UShort4>(offset));
638 if(hasUnsignedTextureComponent(0)) cc.x = MulHigh(As<UShort4>(cc.x), utri); else cc.x = MulHigh(cc.x, stri);
639 if(hasUnsignedTextureComponent(1)) cc.y = MulHigh(As<UShort4>(cc.y), utri); else cc.y = MulHigh(cc.y, stri);
640 if(hasUnsignedTextureComponent(2)) cc.z = MulHigh(As<UShort4>(cc.z), utri); else cc.z = MulHigh(cc.z, stri);
641 if(hasUnsignedTextureComponent(3)) cc.w = MulHigh(As<UShort4>(cc.w), utri); else cc.w = MulHigh(cc.w, stri);
646 if(hasUnsignedTextureComponent(0)) c.x = MulHigh(As<UShort4>(c.x), utri); else c.x = MulHigh(c.x, stri);
647 if(hasUnsignedTextureComponent(1)) c.y = MulHigh(As<UShort4>(c.y), utri); else c.y = MulHigh(c.y, stri);
648 if(hasUnsignedTextureComponent(2)) c.z = MulHigh(As<UShort4>(c.z), utri); else c.z = MulHigh(c.z, stri);
649 if(hasUnsignedTextureComponent(3)) c.w = MulHigh(As<UShort4>(c.w), utri); else c.w = MulHigh(c.w, stri);
759 if(hasUnsignedTextureComponent(0)) cSum.x += As<Short4>(MulHigh(As<UShort4>(c.x), cw)); else cSum.x += MulHigh(c.x, sw);
760 if(hasUnsignedTextureComponent(1)) cSum.y += As<Short4>(MulHigh(As<UShort4>(c.y), cw)); else cSum.y += MulHigh(c.y, sw);
761 if(hasUnsignedTextureComponent(2)) cSum.z += As<Short4>(MulHigh(As<UShort4>(c.z), cw)); else cSum.z += MulHigh(c.z, sw);
762 if(hasUnsignedTextureComponent(3)) cSum.w += As<Short4>(MulHigh(As<UShort4>(c.w), cw)); else cSum.w += MulHigh(c.w, sw);
799 Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap);
800 Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap);
801 Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap);
822 UShort4 f0u = As<UShort4>(uuuu0) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width));
823 UShort4 f0v = As<UShort4>(vvvv0) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height));
852 c0.x = As<UShort4>(c0.x) - MulHigh(As<UShort4>(c0.x), f0u) + MulHigh(As<UShort4>(c1.x), f0u);
853 c2.x = As<UShort4>(c2.x) - MulHigh(As<UShort4>(c2.x), f0u) + MulHigh(As<UShort4>(c3.x), f0u);
854 c.x = As<UShort4>(c0.x) - MulHigh(As<UShort4>(c0.x), f0v) + MulHigh(As<UShort4>(c2.x), f0v);
860 c0.x = MulHigh(As<UShort4>(c0.x), f1u1v);
861 c1.x = MulHigh(As<UShort4>(c1.x), f0u1v);
862 c2.x = MulHigh(As<UShort4>(c2.x), f1u0v);
863 c3.x = MulHigh(As<UShort4>(c3.x), f0u0v);
882 c0.y = As<UShort4>(c0.y) - MulHigh(As<UShort4>(c0.y), f0u) + MulHigh(As<UShort4>(c1.y), f0u);
883 c2.y = As<UShort4>(c2.y) - MulHigh(As<UShort4>(c2.y), f0u) + MulHigh(As<UShort4>(c3.y), f0u);
884 c.y = As<UShort4>(c0.y) - MulHigh(As<UShort4>(c0.y), f0v) + MulHigh(As<UShort4>(c2.y), f0v);
890 c0.y = MulHigh(As<UShort4>(c0.y), f1u1v);
891 c1.y = MulHigh(As<UShort4>(c1.y), f0u1v);
892 c2.y = MulHigh(As<UShort4>(c2.y), f1u0v);
893 c3.y = MulHigh(As<UShort4>(c3.y), f0u0v);
912 c0.z = As<UShort4>(c0.z) - MulHigh(As<UShort4>(c0.z), f0u) + MulHigh(As<UShort4>(c1.z), f0u);
913 c2.z = As<UShort4>(c2.z) - MulHigh(As<UShort4>(c2.z), f0u) + MulHigh(As<UShort4>(c3.z), f0u);
914 c.z = As<UShort4>(c0.z) - MulHigh(As<UShort4>(c0.z), f0v) + MulHigh(As<UShort4>(c2.z), f0v);
920 c0.z = MulHigh(As<UShort4>(c0.z), f1u1v);
921 c1.z = MulHigh(As<UShort4>(c1.z), f0u1v);
922 c2.z = MulHigh(As<UShort4>(c2.z), f1u0v);
923 c3.z = MulHigh(As<UShort4>(c3.z), f0u0v);
942 c0.w = As<UShort4>(c0.w) - MulHigh(As<UShort4>(c0.w), f0u) + MulHigh(As<UShort4>(c1.w), f0u);
943 c2.w = As<UShort4>(c2.w) - MulHigh(As<UShort4>(c2.w), f0u) + MulHigh(As<UShort4>(c3.w), f0u);
944 c.w = As<UShort4>(c0.w) - MulHigh(As<UShort4>(c0.w), f0v) + MulHigh(As<UShort4>(c2.w), f0v);
950 c0.w = MulHigh(As<UShort4>(c0.w), f1u1v);
951 c1.w = MulHigh(As<UShort4>(c1.w), f0u1v);
952 c2.w = MulHigh(As<UShort4>(c2.w), f1u0v);
953 c3.w = MulHigh(As<UShort4>(c3.w), f0u0v);
990 Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap);
991 Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap);
992 Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap);
1020 UShort4 f0u = As<UShort4>(u[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width));
1021 UShort4 f0v = As<UShort4>(v[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height));
1022 UShort4 f0s = As<UShort4>(s[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,depth));
1070 if(componentCount >= 1) { if(hasUnsignedTextureComponent(0)) c[i][j][k].x = MulHigh(As<UShort4>(c[i][j][k].x), f[1 - i][1 - j][1 - k]); else c[i][j][k].x = MulHigh(c[i][j][k].x, fs[1 - i][1 - j][1 - k]); }
1071 if(componentCount >= 2) { if(hasUnsignedTextureComponent(1)) c[i][j][k].y = MulHigh(As<UShort4>(c[i][j][k].y), f[1 - i][1 - j][1 - k]); else c[i][j][k].y = MulHigh(c[i][j][k].y, fs[1 - i][1 - j][1 - k]); }
1072 if(componentCount >= 3) { if(hasUnsignedTextureComponent(2)) c[i][j][k].z = MulHigh(As<UShort4>(c[i][j][k].z), f[1 - i][1 - j][1 - k]); else c[i][j][k].z = MulHigh(c[i][j][k].z, fs[1 - i][1 - j][1 - k]); }
1073 if(componentCount >= 4) { if(hasUnsignedTextureComponent(3)) c[i][j][k].w = MulHigh(As
1172 c.x = As<Float4>((borderMask & As<Int4>(c.x)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[0]))));
1173 c.y = As<Float4>((borderMask & As<Int4>(c.y)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[1]))));
1174 c.z = As<Float4>((borderMask & As<Int4>(c.z)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[2]))));
1175 c.w = As<Float4>((borderMask & As<Int4>(c.w)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[3]))));
1394 lod = Float(As<Int>(lod)) - Float(0x3F800000); // Interpret as integer and subtract the exponent bias.
1395 lod *= As<Float>(Int(0x33000000)); // Scale by 0.25 * 2^-23 (mantissa length).
1435 Int4 mask = As<Int4>(CmpNLT(dUV2.x, dUV2.y));
1436 uDelta = As<Float4>((As<Int4>(dudx) & mask) | ((As<Int4>(dudy) & ~mask)));
1437 vDelta = As<Float4>((As<Int4>(dvdx) & mask) | ((As<Int4>(dvdy) & ~mask)));
1623 U = As<Float4>((xMajor & (n ^ As<Int4>(-z))) | (~xMajor & ((zMajor & n) ^ As<Int4>(x))));
1626 V = As<Float4>((~yMajor & As<Int4>(-y)) | (yMajor & (n ^ As<Int4>(z))));
1639 Int4 tmp = Int4(As<UShort4>(uvw));
1640 tmp = tmp + As<Int4>(offset);
1659 return As<Short4>(UShort4(tmp));
1669 uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, width)));
1670 vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, height)));
1680 uuuu = As<Short4>(UnpackLow(uuuu, vvvv));
1681 uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv));
1682 uuuu = As<Short4>(MulAdd(uuuu, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP))));
1683 uuu2 = As<Short4>(MulAdd(uuu2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP))));
1691 wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth)));
1699 wwww = As<Short4>(UnpackLow(wwww, Short4(0x0000)));
1700 www2 = As<Short4>(UnpackHigh(www2, Short4(0x0000)));
1701 wwww = As<Short4>(MulAdd(wwww, *Pointer<Short4>(mipmap + OFFSET(Mipmap,sliceP))));
1702 www2 = As<Short4>(MulAdd(www2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,sliceP))));
1703 uuuu = As<Short4>(As<Int2>(uuuu) + As<Int2>(wwww));
1704 uuu2 = As<Short4>(As<Int2>(uuu2) + As<Int2>(www2));
1707 index[0] = Extract(As<Int2>(uuuu), 0);
1708 index[1] = Extract(As<Int2>(uuuu), 1);
1709 index[2] = Extract(As<Int2>(uuu2), 0);
1710 index[3] = Extract(As<Int2>(uuu2), 1);
1735 indices += As<UInt4>(wwww);
1740 index[i] = Extract(As<Int4>(indices), i);
1787 c.z = As<Short4>(UnpackLow(c.x, c.y));
1788 c.x = As<Short4>(UnpackHigh(c.x, c.y));
1791 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z));
1792 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y));
1793 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x));
1794 c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(c.w));
1801 c.z = As<Short4>(UnpackHigh(c.x, c.y));
1802 c.x = As<Short4>(UnpackLow(c.x, c.y));
1805 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x));
1806 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y));
1807 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z));
1808 c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(c.w));
1819 c.z = As<Short4>(UnpackHigh(c.x, c.y));
1820 c.x = As<Short4>(UnpackLow(c.x, c.y));
1823 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(Short4(0)));
1824 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(Short4(0)));
1825 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(Short4(0)));
1826 c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(Short4(0)));
1845 c.z = As<Short4>(UnpackLow(c.x, c.y));
1846 c.x = As<Short4>(UnpackHigh(c.x, c.y));
1848 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z));
1849 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y));
1850 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x));
1857 c.z = As<Short4>(UnpackHigh(c.x, c.y));
1858 c.x = As<Short4>(UnpackLow(c.x, c.y));
1860 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x));
1861 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y));
1862 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z));
1872 c.z = As<Short4>(UnpackHigh(c.x, c.y));
1873 c.x = As<Short4>(UnpackLow(c.x, c.y));
1875 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(Short4(0)));
1876 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(Short4(0)));
1877 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(Short4(0)));
1896 c.y = (c.x & Short4(0xFF00u)) | As<Short4>(As<UShort4>(c.x) >> 8);
1904 c.y = As<Short4>(As<UShort4>(c.x) >> 8);
1925 c.x = Unpack(As<Byte4>(c0), As<Byte4>(zero));
1934 c.x = Unpack(As<Byte4>(c0));
1956 c.x = As<Short4>(UnpackLow(c.x, *Pointer<Short4>(buffer[f1] + 4 * index[1])));
1958 c.z = As<Short4>(UnpackLow(c.z, *Pointer<Short4>(buffer[f3] + 4 * index[3])));
1960 c.x = UnpackLow(As<Int2>(c.x), As<Int2>(c.z));
1961 c.y = UnpackHigh(As<Int2>(c.y), As<Int2>(c.z));
2043 UShort4 Y = As<UShort4>(Unpack(As<Byte4>(c0)));
2051 UShort4 V = As<UShort4>(Unpack(As<Byte4>(c0)));
2058 UShort4 U = As<UShort4>(Unpack(As<Byte4>(c0)));
2141 c.x = As<Float4>(As<Int4>(CmpNLT(c.x, d)) & As<Int4>(Float4(1.0f))); // FIXME: Only less-equal?
2162 c[n] = As<Float4>(Int4(As<UShort4>(cs[n])));
2166 c[n] = Float4(As<UShort4>(cs[n]));
2173 c[n] = As<Float4>(Int4(cs[n]));
2274 convert = As<Int4>(Pack(convert, convert));
2276 return As<Short4>(Int2(convert)) + Short4(0x8000u);
2296 xyz0 = Min(Max(((function.option == Offset) && (addressingMode != ADDRESSING_LAYER)) ? As<Int4>(uvw) + As<Int4>(texOffset) : As<Int4>(uvw), Int4(0)), maxXYZ);
2313 Float4 one = As<Float4>(Int4(oneBits));
2319 Float4 half = As<Float4>(Int4(halfBits));
2320 Float4 one = As<Float4>(Int4(oneBits));
2321 Float4 two = As<Float4>(Int4(twoBits));
2327 Float4 half = As<Float4>(Int4(halfBits));
2328 Float4 one = As<Float4>(Int4(oneBits));
2329 Float4 two = As<Float4>(Int4(twoBits));
2342 xyz0 += As<Int4>(texOffset);
2430 cf = Float4(As<UShort4>(cs)) * Float4(1.0f / 0xFFFF);
2435 c = As<UShort4>(c) >> 8;
2447 c = As<UShort4>(c) >> 10;
2459 c = As<UShort4>(c) >> 11;