Lines Matching refs:As

91 				vertexID = Insert(vertexID, As<Int>(index), 0);  in program()
92 vertexID = Insert(vertexID, As<Int>(index + 1), 1); in program()
93 vertexID = Insert(vertexID, As<Int>(index + 2), 2); in program()
94 vertexID = Insert(vertexID, As<Int>(index + 3), 3); in program()
476 if(dst.x) xEnable = xEnable & As<Int4>(xPredicate); in program()
477 if(dst.y) yEnable = yEnable & As<Int4>(yPredicate); in program()
478 if(dst.z) zEnable = zEnable & As<Int4>(zPredicate); in program()
479 if(dst.w) wEnable = wEnable & As<Int4>(wPredicate); in program()
483 if(dst.x) xEnable = xEnable & ~As<Int4>(xPredicate); in program()
484 if(dst.y) yEnable = yEnable & ~As<Int4>(yPredicate); in program()
485 if(dst.z) zEnable = zEnable & ~As<Int4>(zPredicate); in program()
486 if(dst.w) wEnable = wEnable & ~As<Int4>(wPredicate); in program()
490 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) & xEnable); in program()
491 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) & yEnable); in program()
492 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) & zEnable); in program()
493 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) & wEnable); in program()
495 if(dst.x) d.x = As<Float4>(As<Int4>(d.x) | (As<Int4>(pDst.x) & ~xEnable)); in program()
496 if(dst.y) d.y = As<Float4>(As<Int4>(d.y) | (As<Int4>(pDst.y) & ~yEnable)); in program()
497 if(dst.z) d.z = As<Float4>(As<Int4>(d.z) | (As<Int4>(pDst.z) & ~zEnable)); in program()
498 if(dst.w) d.w = As<Float4>(As<Int4>(d.w) | (As<Int4>(pDst.w) & ~wEnable)); in program()
733 reg.x = As<Float4>(Int4(i)); in fetchRegister()
737 reg.x = As<Float4>(Int4(i) + As<Int4>(r[src.rel.index].x)); in fetchRegister()
757 reg.x = As<Float>(instanceID); in fetchRegister()
761 reg.x = As<Float4>(vertexID); in fetchRegister()
803 mod.x = As<Float4>(As<Int4>(x) ^ Int4(0xFFFFFFFF)); in fetchRegister()
804 mod.y = As<Float4>(As<Int4>(y) ^ Int4(0xFFFFFFFF)); in fetchRegister()
805 mod.z = As<Float4>(As<Int4>(z) ^ Int4(0xFFFFFFFF)); in fetchRegister()
806 mod.w = As<Float4>(As<Int4>(w) ^ Int4(0xFFFFFFFF)); in fetchRegister()
893 case Shader::InstanceIDIndex: a = As<Float4>(Int4(instanceID)); break; in readConstant()
894 case Shader::VertexIDIndex: a = As<Float4>(vertexID); break; in readConstant()
901 Int4 index = Int4(i) + As<Int4>(a) * Int4(src.rel.scale); in readConstant()
903 …index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register rang… in readConstant()
927 return As<Int>(Extract(r[rel.index].x, 0)) * rel.scale; in relativeAddress()
931 return As<Int>(Extract(v[rel.index].x, 0)) * rel.scale; in relativeAddress()
935 return As<Int>(Extract(o[rel.index].x, 0)) * rel.scale; in relativeAddress()
964 case Shader::InstanceIDIndex: a = As<Float>(instanceID); break; in dynamicAddress()
965 case Shader::VertexIDIndex: a = As<Float4>(vertexID); break; in dynamicAddress()
972 return As<Int4>(a) * Int4(rel.scale); in dynamicAddress()
1085 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); in BREAKP()
1180 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); in CALLNZp()
1319 Int4 condition = As<Int4>(fetchRegister(src).x); in IF()
1348 Int4 condition = As<Int4>(p0[predicateRegister.swizzle & 0x3]); in IFp()
1486 Int4 condition = As<Int4>(src.x); in WHILE()
1612 …Int offset = uniformSampler ? src1.index * sizeof(Texture) : As<Int>(Float(fetchRegister(src1).x.x… in TEXSIZE()
1628 Int index = As<Int>(Float(fetchRegister(s).x.x)); in sampleTexture()