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    Searched refs:UShort4 (Results 1 - 14 of 14) sorted by null

  /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)
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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>
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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));
  /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
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  /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)
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PixelRoutine.cpp 922 blendFactor.x = Min(As<UShort4>(blendFactor.x), As<UShort4>(current.w));
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PixelRoutine.hpp 65 UShort4 convertFixed16(Float4 &cf, bool saturate = true);
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)));
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);
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  /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)
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  /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) {}
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