Lines Matching refs:As
84 vertexID = Insert(vertexID, As<Int>(index), 0); in program()
85 vertexID = Insert(vertexID, As<Int>(index + 1), 1); in program()
86 vertexID = Insert(vertexID, As<Int>(index + 2), 2); in program()
87 vertexID = Insert(vertexID, As<Int>(index + 3), 3); in program()
468 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate); in program()
469 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate); in program()
470 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate); in program()
471 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate); in program()
475 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate); in program()
476 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate); in program()
477 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate); in program()
478 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate); in program()
482 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable); in program()
483 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable); in program()
484 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable); in program()
485 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable); in program()
487 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable)); in program()
488 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable)); in program()
489 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable)); in program()
490 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable)); in program()
657 reg.x = As<Float4>(Int4(i)); in fetchRegister()
661 reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x)); in fetchRegister()
681 reg.x = As<Float>(instanceID); in fetchRegister()
685 reg.x = As<Float4>(vertexID); in fetchRegister()
727 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF)); in fetchRegister()
728 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF)); in fetchRegister()
729 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF)); in fetchRegister()
730 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF)); in fetchRegister()
817 case Shader::InstanceIDIndex: a = As<Float4>(Int4(instanceID)); break; in readConstant()
818 case Shader::VertexIDIndex: a = As<Float4>(vertexID); break; in readConstant()
825 Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale); in readConstant()
827 …index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register rang… in readConstant()
851 return As<Int>(Extract(r[rel.index].x, 0)) * rel.scale; in relativeAddress()
855 return As<Int>(Extract(v[rel.index].x, 0)) * rel.scale; in relativeAddress()
859 return As<Int>(Extract(o[rel.index].x, 0)) * rel.scale; in relativeAddress()
888 case Shader::InstanceIDIndex: a = As<Float>(instanceID); break; in dynamicAddress()
889 case Shader::VertexIDIndex: a = As<Float4>(vertexID); break; in dynamicAddress()
896 return As<Int4>(a) * Int4(rel.scale); in dynamicAddress()
1007 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); in BREAKP()
1096 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); in CALLNZp()
1235 Int4 condition = As<Int4>(fetchRegister(src).x); in IF()
1264 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); in IFp()
1403 Int4 condition = As<Int4>(src.x); in WHILE()
1528 …Int offset = uniformSampler ? src1.index * sizeof(Texture) : As<Int>(Float(fetchRegister(src1).x.x… in TEXSIZE()
1544 Int index = As<Int>(Float(fetchRegister(s).x.x)); in sampleTexture()