/external/swiftshader/src/Reactor/ |
x86.hpp | 49 RValue<UShort4> paddusw(RValue<UShort4> x, RValue<UShort4> y); 50 RValue<UShort4> psubusw(RValue<UShort4> x, RValue<UShort4> y); 56 RValue<UShort4> pavgw(RValue<UShort4> x, RValue<UShort4> y); 69 RValue<Byte8> packuswb(RValue<UShort4> x, RValue<UShort4> y) [all...] |
Reactor.hpp | 42 class UShort4; 726 explicit UShort2(RValue<UShort4> cast); 745 Short4(RValue<UShort4> rhs); 746 Short4(const UShort4 &rhs); 747 Short4(const Reference<UShort4> &rhs); 752 RValue<Short4> operator=(RValue<UShort4> rhs); 753 RValue<Short4> operator=(const UShort4 &rhs); 754 RValue<Short4> operator=(const Reference<UShort4> &rhs); 809 class UShort4 : public LValue<UShort4> [all...] |
LLVMReactor.cpp | [all...] |
SubzeroReactor.cpp | [all...] |
Main.cpp | 444 *Pointer<UShort4>(out + 16 * 8) = Min(UShort4(1, 0, -1, -0), UShort4(0, 1, 0, +0)); 445 *Pointer<UShort4>(out + 16 * 9) = Max(UShort4(1, 0, -1, -0), UShort4(0, 1, 0, +0));
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/external/swiftshader/src/Main/ |
FrameBuffer.cpp | 256 UShort4 c0 = As<UShort4>(Swizzle(*Pointer<Short4>(s + 0), 0xC6)) >> 8; 257 UShort4 c1 = As<UShort4>(Swizzle(*Pointer<Short4>(s + 8), 0xC6)) >> 8; 303 UShort4 c = As<UShort4>(Swizzle(*Pointer<Short4>(s), 0xC6)) >> 8; 364 UShort4 c0 = *Pointer<UShort4>(s + 0) >> 8; 365 UShort4 c1 = *Pointer<UShort4>(s + 8) >> 8 [all...] |
/external/swiftshader/src/Shader/ |
SamplerCore.cpp | 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; 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) [all...] |
PixelRoutine.cpp | 922 blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w)); [all...] |
PixelRoutine.hpp | 65 UShort4 convertFixed16(Float4 &cf, bool saturate = true);
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VertexRoutine.cpp | 302 v.x = Float4(*Pointer<UShort4>(source0)); 303 v.y = Float4(*Pointer<UShort4>(source1)); 304 v.z = Float4(*Pointer<UShort4>(source2)); 305 v.w = Float4(*Pointer<UShort4>(source3)); 319 v.x = As<Float4>(Int4(*Pointer<UShort4>(source0))); 320 v.y = As<Float4>(Int4(*Pointer<UShort4>(source1))); 321 v.z = As<Float4>(Int4(*Pointer<UShort4>(source2))); 322 v.w = As<Float4>(Int4(*Pointer<UShort4>(source3)));
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PixelPipeline.cpp | [all...] |
PixelProgram.cpp | 619 color.x = UShort4(c[index].x * Float4(0xFBFF), false); 620 color.y = UShort4(c[index].y * Float4(0xFDFF), false); 621 color.z = UShort4(c[index].z * Float4(0xFBFF), false); 622 color.w = UShort4(c[index].w * Float4(0xFFFF), false); [all...] |
/external/swiftshader/src/Renderer/ |
Blitter.cpp | 314 c = Float4(*Pointer<UShort4>(element)); 321 c = Float4(*Pointer<UShort4>(element)); 448 UShort4 c0 = As<UShort4>(RoundShort4(c.zyxw)); 463 UShort4 c0 = As<UShort4>(RoundShort4(c)); 477 UShort4 c0 = As<UShort4>(RoundShort4(c.zyxw)) | UShort4(0x0000, 0x0000, 0x0000, 0xFFFFu); 492 UShort4 c0 = As<UShort4>(RoundShort4(c)) | UShort4(0x0000, 0x0000, 0x0000, 0xFFFFu) [all...] |
/frameworks/rs/cpp/ |
rsCppStructs.h | 178 class UShort4 { 182 UShort4(uint16_t initX, uint16_t initY, uint16_t initZ, uint16_t initW) 184 UShort4() : x(0), y(0), z(0), w(0) {} [all...] |