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Searched refs:c011 (Results 1 – 10 of 10) sorted by relevance

/external/swiftshader/src/Pipeline/
DSamplerCore.cpp1104 Vector4f c011 = sampleTexel(x0, y1, z1, dRef, sample, mipmap, buffer, function); in sampleFloat3D() local
1129 if(componentCount >= 1) c011.x = c011.x + fu * (c111.x - c011.x); in sampleFloat3D()
1130 if(componentCount >= 2) c011.y = c011.y + fu * (c111.y - c011.y); in sampleFloat3D()
1131 if(componentCount >= 3) c011.z = c011.z + fu * (c111.z - c011.z); in sampleFloat3D()
1132 if(componentCount >= 4) c011.w = c011.w + fu * (c111.w - c011.w); in sampleFloat3D()
1134 if(componentCount >= 1) c001.x = c001.x + fv * (c011.x - c001.x); in sampleFloat3D()
1135 if(componentCount >= 2) c001.y = c001.y + fv * (c011.y - c001.y); in sampleFloat3D()
1136 if(componentCount >= 3) c001.z = c001.z + fv * (c011.z - c001.z); in sampleFloat3D()
1137 if(componentCount >= 4) c001.w = c001.w + fv * (c011.w - c001.w); in sampleFloat3D()
/external/clang/test/CXX/temp/temp.decls/temp.variadic/
Dp4.cpp43 A<>::B<int>::C<int> c011(1, k, 3); variable
/external/llvm-project/clang/test/CXX/temp/temp.decls/temp.variadic/
Dp4.cpp44 A<>::B<int>::C<int> c011(1, k, 3); variable
/external/llvm-project/llvm/test/MC/Hexagon/
Dv60-misc.s68 # CHECK: 2822c011 { vmem(r2+#0) = v17 }
DasmMap.s128 #CHECK: 3e21c011 { memh(r1+#0) += r17
/external/llvm/test/MC/Hexagon/
Dv60-misc.s68 # CHECK: 2822c011 { vmem(r2+#0) = v17 }
DasmMap.s128 #CHECK: 3e21c011 { memh(r1{{ *}}+{{ *}}#0) {{ *}}+={{ *}} r17
/external/swiftshader/src/Device/
DBlitter.cpp1523 Float4 c011 = readFloat4(s011, state); in sample() local
1534 ApplyScaleAndClamp(c011, state); in sample()
1550 ((c001 * ix + c011 * fx) * iy + in sample()
/external/swiftshader/src/Renderer/
DSurface.cpp1081 Color<float> c011 = read(x0, y1, z1); in sample() local
1094 c011 *= (1 - fx) * fy * fz; in sample()
1097 return c000 + c100 + c010 + c110 + c001 + c101 + c011 + c111; in sample()
/external/elfutils/tests/
Dtestfile45.expect.bz21testfile45.o: elf64-elf_x86_64 2 3Disassembly of section .text: 4 5 0 ...