Lines Matching refs:As

140 						c.x = MulHigh(As<UShort4>(c.x), UShort4(0x10000000 / 0xF800));  in sampleTexture()
141 c.y = MulHigh(As<UShort4>(c.y), UShort4(0x10000000 / 0xFC00)); in sampleTexture()
142 c.z = MulHigh(As<UShort4>(c.z), UShort4(0x10000000 / 0xF800)); in sampleTexture()
150 c[component] = As<UShort4>(c[component]) >> 4; in sampleTexture()
364 c.x = Float4(As<UShort4>(cs.x)) * Float4(1.0f / 0xF800); in sampleTexture()
365 c.y = Float4(As<UShort4>(cs.y)) * Float4(1.0f / 0xFC00); in sampleTexture()
366 c.z = Float4(As<UShort4>(cs.z)) * Float4(1.0f / 0xF800); in sampleTexture()
397 c.y = As<Float4>(UInt4(0)); in sampleTexture()
404 c.z = As<Float4>(UInt4(0)); in sampleTexture()
411 c.w = As<Float4>(UInt4(1)); in sampleTexture()
509 …Pointer<Byte> mipmap = texture + OFFSET(Texture, mipmap) + (As<Int>(Extract(lod, i)) + baseLevel) … in textureSize()
510 size.x = Insert(size.x, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, width)))), i); in textureSize()
511 size.y = Insert(size.y, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, height)))), i); in textureSize()
512 size.z = Insert(size.z, As<Float>(Int(*Pointer<Short>(mipmap + OFFSET(Mipmap, depth)))), i); in textureSize()
520 Int4 border = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); in border()
521 mask = As<Short4>(Int2(As<Int4>(PackSigned(border, border)))); in border()
526 mask = As<Int4>(CmpLT(Abs(coordinates - Float4(0.5f)), Float4(0.5f))); in border()
556 case -1: return SubSat(As<UShort4>(uvw), As<UShort4>(offset)); in offsetSample()
558 case +1: return AddSat(As<UShort4>(uvw), As<UShort4>(offset)); in offsetSample()
559 case 2: return AddSat(AddSat(As<UShort4>(uvw), As<UShort4>(offset)), As<UShort4>(offset)); in offsetSample()
584 …if(hasUnsignedTextureComponent(0)) cc.x = MulHigh(As<UShort4>(cc.x), utri); else cc.x = MulHigh(cc… in sampleFilter()
585 …if(hasUnsignedTextureComponent(1)) cc.y = MulHigh(As<UShort4>(cc.y), utri); else cc.y = MulHigh(cc… in sampleFilter()
586 …if(hasUnsignedTextureComponent(2)) cc.z = MulHigh(As<UShort4>(cc.z), utri); else cc.z = MulHigh(cc… in sampleFilter()
587 …if(hasUnsignedTextureComponent(3)) cc.w = MulHigh(As<UShort4>(cc.w), utri); else cc.w = MulHigh(cc… in sampleFilter()
592 …if(hasUnsignedTextureComponent(0)) c.x = MulHigh(As<UShort4>(c.x), utri); else c.x = MulHigh(c.x, … in sampleFilter()
593 …if(hasUnsignedTextureComponent(1)) c.y = MulHigh(As<UShort4>(c.y), utri); else c.y = MulHigh(c.y, … in sampleFilter()
594 …if(hasUnsignedTextureComponent(2)) c.z = MulHigh(As<UShort4>(c.z), utri); else c.z = MulHigh(c.z, … in sampleFilter()
595 …if(hasUnsignedTextureComponent(3)) c.w = MulHigh(As<UShort4>(c.w), utri); else c.w = MulHigh(c.w, … in sampleFilter()
709 …if(hasUnsignedTextureComponent(0)) cSum.x += As<Short4>(MulHigh(As<UShort4>(c.x), cw)); else cSum.… in sampleAniso()
710 …if(hasUnsignedTextureComponent(1)) cSum.y += As<Short4>(MulHigh(As<UShort4>(c.y), cw)); else cSum.… in sampleAniso()
711 …if(hasUnsignedTextureComponent(2)) cSum.z += As<Short4>(MulHigh(As<UShort4>(c.z), cw)); else cSum.… in sampleAniso()
712 …if(hasUnsignedTextureComponent(3)) cSum.w += As<Short4>(MulHigh(As<UShort4>(c.w), cw)); else cSum.… in sampleAniso()
753 Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap); in sampleQuad2D()
754 Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap); in sampleQuad2D()
755 Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap); in sampleQuad2D()
776 UShort4 f0u = As<UShort4>(uuuu0) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width)); in sampleQuad2D()
777 UShort4 f0v = As<UShort4>(vvvv0) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height)); in sampleQuad2D()
806 c0.x = As<UShort4>(c0.x) - MulHigh(As<UShort4>(c0.x), f0u) + MulHigh(As<UShort4>(c1.x), f0u); in sampleQuad2D()
807 c2.x = As<UShort4>(c2.x) - MulHigh(As<UShort4>(c2.x), f0u) + MulHigh(As<UShort4>(c3.x), f0u); in sampleQuad2D()
808 c.x = As<UShort4>(c0.x) - MulHigh(As<UShort4>(c0.x), f0v) + MulHigh(As<UShort4>(c2.x), f0v); in sampleQuad2D()
814 c0.x = MulHigh(As<UShort4>(c0.x), f1u1v); in sampleQuad2D()
815 c1.x = MulHigh(As<UShort4>(c1.x), f0u1v); in sampleQuad2D()
816 c2.x = MulHigh(As<UShort4>(c2.x), f1u0v); in sampleQuad2D()
817 c3.x = MulHigh(As<UShort4>(c3.x), f0u0v); in sampleQuad2D()
836 c0.y = As<UShort4>(c0.y) - MulHigh(As<UShort4>(c0.y), f0u) + MulHigh(As<UShort4>(c1.y), f0u); in sampleQuad2D()
837 c2.y = As<UShort4>(c2.y) - MulHigh(As<UShort4>(c2.y), f0u) + MulHigh(As<UShort4>(c3.y), f0u); in sampleQuad2D()
838 c.y = As<UShort4>(c0.y) - MulHigh(As<UShort4>(c0.y), f0v) + MulHigh(As<UShort4>(c2.y), f0v); in sampleQuad2D()
844 c0.y = MulHigh(As<UShort4>(c0.y), f1u1v); in sampleQuad2D()
845 c1.y = MulHigh(As<UShort4>(c1.y), f0u1v); in sampleQuad2D()
846 c2.y = MulHigh(As<UShort4>(c2.y), f1u0v); in sampleQuad2D()
847 c3.y = MulHigh(As<UShort4>(c3.y), f0u0v); in sampleQuad2D()
866 c0.z = As<UShort4>(c0.z) - MulHigh(As<UShort4>(c0.z), f0u) + MulHigh(As<UShort4>(c1.z), f0u); in sampleQuad2D()
867 c2.z = As<UShort4>(c2.z) - MulHigh(As<UShort4>(c2.z), f0u) + MulHigh(As<UShort4>(c3.z), f0u); in sampleQuad2D()
868 c.z = As<UShort4>(c0.z) - MulHigh(As<UShort4>(c0.z), f0v) + MulHigh(As<UShort4>(c2.z), f0v); in sampleQuad2D()
874 c0.z = MulHigh(As<UShort4>(c0.z), f1u1v); in sampleQuad2D()
875 c1.z = MulHigh(As<UShort4>(c1.z), f0u1v); in sampleQuad2D()
876 c2.z = MulHigh(As<UShort4>(c2.z), f1u0v); in sampleQuad2D()
877 c3.z = MulHigh(As<UShort4>(c3.z), f0u0v); in sampleQuad2D()
896 c0.w = As<UShort4>(c0.w) - MulHigh(As<UShort4>(c0.w), f0u) + MulHigh(As<UShort4>(c1.w), f0u); in sampleQuad2D()
897 c2.w = As<UShort4>(c2.w) - MulHigh(As<UShort4>(c2.w), f0u) + MulHigh(As<UShort4>(c3.w), f0u); in sampleQuad2D()
898 c.w = As<UShort4>(c0.w) - MulHigh(As<UShort4>(c0.w), f0v) + MulHigh(As<UShort4>(c2.w), f0v); in sampleQuad2D()
904 c0.w = MulHigh(As<UShort4>(c0.w), f1u1v); in sampleQuad2D()
905 c1.w = MulHigh(As<UShort4>(c1.w), f0u1v); in sampleQuad2D()
906 c2.w = MulHigh(As<UShort4>(c2.w), f1u0v); in sampleQuad2D()
907 c3.w = MulHigh(As<UShort4>(c3.w), f0u0v); in sampleQuad2D()
948 Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap); in sample3D()
949 Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap); in sample3D()
950 Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap); in sample3D()
978 UShort4 f0u = As<UShort4>(u[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,width)); in sample3D()
979 UShort4 f0v = As<UShort4>(v[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,height)); in sample3D()
980 UShort4 f0s = As<UShort4>(s[0][0][0]) * *Pointer<UShort4>(mipmap + OFFSET(Mipmap,depth)); in sample3D()
1028 …if(componentCount >= 1) { if(hasUnsignedTextureComponent(0)) c[i][j][k].x = MulHigh(As<UShort4>(c[… in sample3D()
1029 …if(componentCount >= 2) { if(hasUnsignedTextureComponent(1)) c[i][j][k].y = MulHigh(As<UShort4>(c[… in sample3D()
1030 …if(componentCount >= 3) { if(hasUnsignedTextureComponent(2)) c[i][j][k].z = MulHigh(As<UShort4>(c[… in sample3D()
1031 …if(componentCount >= 4) { if(hasUnsignedTextureComponent(3)) c[i][j][k].w = MulHigh(As<UShort4>(c[… in sample3D()
1130 …c.x = As<Float4>((borderMask & As<Int4>(c.x)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Tex… in sampleFloatFilter()
1131 …c.y = As<Float4>((borderMask & As<Int4>(c.y)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Tex… in sampleFloatFilter()
1132 …c.z = As<Float4>((borderMask & As<Int4>(c.z)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Tex… in sampleFloatFilter()
1133 …c.w = As<Float4>((borderMask & As<Int4>(c.w)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Tex… in sampleFloatFilter()
1366 …lod = Float(As<Int>(lod)) - Float(0x3F800000); // Interpret as integer and subtract the exponent… in log2sqrt()
1367 lod *= As<Float>(Int(0x33000000)); // Scale by 0.25 * 2^-23 (mantissa length). in log2sqrt()
1375 …lod = Float(As<Int>(lod)) - Float(0x3F800000); // Interpret as integer and subtract the exponent… in log2()
1376 lod *= As<Float>(Int(0x33800000)); // Scale by 0.5 * 2^-23 (mantissa length). in log2()
1416 Int4 mask = As<Int4>(CmpNLT(dUV2.x, dUV2.y)); in computeLod()
1417 uDelta = As<Float4>((As<Int4>(dudx) & mask) | ((As<Int4>(dudy) & ~mask))); in computeLod()
1418 vDelta = As<Float4>((As<Int4>(dvdx) & mask) | ((As<Int4>(dvdy) & ~mask))); in computeLod()
1440 lod = Float(As<Int>(lodBias)); in computeLod()
1506 lod = Float(As<Int>(lodBias)); in computeLodCube()
1565 lod = Float(As<Int>(lodBias)); in computeLod3D()
1618 U = As<Float4>((xMajor & (n ^ As<Int4>(-z))) | (~xMajor & ((zMajor & n) ^ As<Int4>(x)))); in cubeFace()
1621 V = As<Float4>((~yMajor & As<Int4>(-y)) | (yMajor & (n ^ As<Int4>(z)))); in cubeFace()
1630 Int4 tmp = Int4(As<UShort4>(uvw)); in applyOffset()
1631 tmp = tmp + As<Int4>(offset); in applyOffset()
1652 return As<Short4>(UShort4(tmp)); in applyOffset()
1662 uuuu = MulHigh(As<UShort4>(uuuu), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, width))); in computeIndices()
1663 vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, height))); in computeIndices()
1675 uuuu = As<Short4>(UnpackLow(uuuu, vvvv)); in computeIndices()
1676 uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv)); in computeIndices()
1677 uuuu = As<Short4>(MulAdd(uuuu, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP)))); in computeIndices()
1678 uuu2 = As<Short4>(MulAdd(uuu2, *Pointer<Short4>(mipmap + OFFSET(Mipmap,onePitchP)))); in computeIndices()
1686 wwww = MulHigh(As<UShort4>(wwww), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, depth))); in computeIndices()
1696 UInt4 uv(As<UInt2>(uuuu), As<UInt2>(uuu2)); in computeIndices()
1697 uv += As<UInt4>(Int4(As<UShort4>(wwww))) * *Pointer<UInt4>(mipmap + OFFSET(Mipmap, sliceP)); in computeIndices()
1699 index[0] = Extract(As<Int4>(uv), 0); in computeIndices()
1700 index[1] = Extract(As<Int4>(uv), 1); in computeIndices()
1701 index[2] = Extract(As<Int4>(uv), 2); in computeIndices()
1702 index[3] = Extract(As<Int4>(uv), 3); in computeIndices()
1706 index[0] = Extract(As<Int2>(uuuu), 0); in computeIndices()
1707 index[1] = Extract(As<Int2>(uuuu), 1); in computeIndices()
1708 index[2] = Extract(As<Int2>(uuu2), 0); in computeIndices()
1709 index[3] = Extract(As<Int2>(uuu2), 1); in computeIndices()
1735 indices += As<UInt4>(wwww); in computeIndices()
1740 index[i] = Extract(As<Int4>(indices), i); in computeIndices()
1787 c.z = As<Short4>(UnpackLow(c.x, c.y)); in sampleTexel()
1788 c.x = As<Short4>(UnpackHigh(c.x, c.y)); in sampleTexel()
1791 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); in sampleTexel()
1792 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); in sampleTexel()
1793 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); in sampleTexel()
1794 c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(c.w)); in sampleTexel()
1801 c.z = As<Short4>(UnpackHigh(c.x, c.y)); in sampleTexel()
1802 c.x = As<Short4>(UnpackLow(c.x, c.y)); in sampleTexel()
1805 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); in sampleTexel()
1806 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); in sampleTexel()
1807 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); in sampleTexel()
1808 c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(c.w)); in sampleTexel()
1819 c.z = As<Short4>(UnpackHigh(c.x, c.y)); in sampleTexel()
1820 c.x = As<Short4>(UnpackLow(c.x, c.y)); in sampleTexel()
1823 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(Short4(0))); in sampleTexel()
1824 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(Short4(0))); in sampleTexel()
1825 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(Short4(0))); in sampleTexel()
1826 c.w = UnpackHigh(As<Byte8>(c.w), As<Byte8>(Short4(0))); in sampleTexel()
1845 c.z = As<Short4>(UnpackLow(c.x, c.y)); in sampleTexel()
1846 c.x = As<Short4>(UnpackHigh(c.x, c.y)); in sampleTexel()
1848 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); in sampleTexel()
1849 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); in sampleTexel()
1850 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); in sampleTexel()
1857 c.z = As<Short4>(UnpackHigh(c.x, c.y)); in sampleTexel()
1858 c.x = As<Short4>(UnpackLow(c.x, c.y)); in sampleTexel()
1860 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(c.x)); in sampleTexel()
1861 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(c.y)); in sampleTexel()
1862 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(c.z)); in sampleTexel()
1872 c.z = As<Short4>(UnpackHigh(c.x, c.y)); in sampleTexel()
1873 c.x = As<Short4>(UnpackLow(c.x, c.y)); in sampleTexel()
1875 c.x = UnpackLow(As<Byte8>(c.x), As<Byte8>(Short4(0))); in sampleTexel()
1876 c.y = UnpackHigh(As<Byte8>(c.y), As<Byte8>(Short4(0))); in sampleTexel()
1877 c.z = UnpackLow(As<Byte8>(c.z), As<Byte8>(Short4(0))); in sampleTexel()
1896 c.y = (c.x & Short4(0xFF00u)) | As<Short4>(As<UShort4>(c.x) >> 8); in sampleTexel()
1904 c.y = As<Short4>(As<UShort4>(c.x) >> 8); in sampleTexel()
1925 c.x = Unpack(As<Byte4>(c0), As<Byte4>(zero)); in sampleTexel()
1934 c.x = Unpack(As<Byte4>(c0)); in sampleTexel()
1963 c.x = As<Short4>(UnpackLow(c.x, *Pointer<Short4>(buffer[f1] + 4 * index[1]))); in sampleTexel()
1965 c.z = As<Short4>(UnpackLow(c.z, *Pointer<Short4>(buffer[f3] + 4 * index[3]))); in sampleTexel()
1967 c.x = UnpackLow(As<Int2>(c.x), As<Int2>(c.z)); in sampleTexel()
1968 c.y = UnpackHigh(As<Int2>(c.y), As<Int2>(c.z)); in sampleTexel()
2070 UShort4 Y = As<UShort4>(Unpack(As<Byte4>(c0))); in sampleTexel()
2078 UShort4 V = As<UShort4>(Unpack(As<Byte4>(c0))); in sampleTexel()
2085 UShort4 U = As<UShort4>(Unpack(As<Byte4>(c0))); in sampleTexel()
2190 c.x = As<Float4>(boolean & As<Int4>(Float4(1.0f))); in sampleTexel()
2210 c[n] = As<Float4>(Int4(As<UShort4>(cs[n]))); in sampleTexel()
2214 c[n] = Float4(As<UShort4>(cs[n])); in sampleTexel()
2221 c[n] = As<Float4>(Int4(cs[n])); in sampleTexel()
2327 convert = As<Int4>(PackSigned(convert, convert)); in address()
2329 return As<Short4>(Int2(convert)) + Short4(0x8000u); in address()
2349 …n == Offset) && (addressingMode != ADDRESSING_LAYER)) ? As<Int4>(uvw) + As<Int4>(texOffset) : As<I… in address()
2387 Float4 one = As<Float4>(Int4(oneBits)); in address()
2393 Float4 half = As<Float4>(Int4(halfBits)); in address()
2394 Float4 one = As<Float4>(Int4(oneBits)); in address()
2395 Float4 two = As<Float4>(Int4(twoBits)); in address()
2401 Float4 half = As<Float4>(Int4(halfBits)); in address()
2402 Float4 one = As<Float4>(Int4(oneBits)); in address()
2403 Float4 two = As<Float4>(Int4(twoBits)); in address()
2425 coord -= As<Float4>(As<Int4>(Float4(0.5f)) & filter); in address()
2439 xyz0 += As<Int4>(texOffset); in address()
2530 cf = Float4(As<UShort4>(cs)) * Float4(1.0f / 0xFFFF); in convertUnsigned16()
2535 c = As<UShort4>(c) >> 8; in sRGBtoLinear16_8_16()
2547 c = As<UShort4>(c) >> 10; in sRGBtoLinear16_6_16()
2559 c = As<UShort4>(c) >> 11; in sRGBtoLinear16_5_16()