/external/skia/resources/sksl/folding/ |
D | SwizzleFolding.sksl | 4 const half4 colorWhite = half4(1); 12 ok = ok && (colorWhite.x == 1); 13 ok = ok && (colorWhite.x + colorWhite.y == 2); 14 ok = ok && (colorWhite.x + colorWhite.y + colorWhite.z == 3); 15 ok = ok && (colorWhite.x + colorWhite.y + colorWhite.z + colorWhite.w == 4); 18 ok = ok && ((colorGreen * colorWhite.x) != (colorRed * colorWhite.y)); 21 const half2 pointOffset = point.yx + colorWhite.xz;
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/external/skia/tests/sksl/dslfp/ |
D | GrDSLFPTest_ForStatement.dsl.cpp | 27 [[maybe_unused]] const auto& colorWhite = _outer.colorWhite; in emitCode() local 28 …ifier, DSLType(kHalf4_Type), "colorWhite", Half4(colorWhite.fR, colorWhite.fG, colorWhite.fB, colo… in emitCode() 52 uint16_t red = SkFloatToHalf(colorWhite.fR); in onGetGLSLProcessorKey() 53 uint16_t green = SkFloatToHalf(colorWhite.fG); in onGetGLSLProcessorKey() 54 uint16_t blue = SkFloatToHalf(colorWhite.fB); in onGetGLSLProcessorKey() 55 uint16_t alpha = SkFloatToHalf(colorWhite.fA); in onGetGLSLProcessorKey() 62 if (colorWhite != that.colorWhite) return false; in onIsEqual() 67 , colorWhite(src.colorWhite) { in GrDSLFPTest_ForStatement() 75 …ringPrintf("(colorWhite=half4(%f, %f, %f, %f))", colorWhite.fR, colorWhite.fG, colorWhite.fB, colo… in onDumpInfo()
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D | GrDSLFPTest_ForStatement.h | 17 static std::unique_ptr<GrFragmentProcessor> Make(SkPMColor4f colorWhite) { in Make() argument 18 return std::unique_ptr<GrFragmentProcessor>(new GrDSLFPTest_ForStatement(colorWhite)); in Make() 23 SkPMColor4f colorWhite; variable 25 GrDSLFPTest_ForStatement(SkPMColor4f colorWhite) in GrDSLFPTest_ForStatement() argument 27 , colorWhite(colorWhite) { in GrDSLFPTest_ForStatement()
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/external/skia/tests/sksl/shared/ |
D | OutParamsNoInline.glsl | 5 uniform vec4 colorWhite; 7 v = colorWhite.x; 10 v = vec2(colorWhite.y); 13 v = vec3(colorWhite.z); 16 v = vec4(colorWhite.w); 19 v = mat2(colorWhite.x); 22 v = mat3(colorWhite.y); 25 v = mat4(colorWhite.z); 28 v = int(colorWhite.x); 31 v = ivec2(int(colorWhite.y)); [all …]
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D | OutParams.glsl | 5 uniform vec4 colorWhite; 7 v = colorWhite.x; 10 v = vec2(colorWhite.y); 13 v = vec3(colorWhite.z); 16 v = vec4(colorWhite.w); 19 v = mat2(colorWhite.x); 22 v = mat3(colorWhite.y); 25 v = mat4(colorWhite.z); 28 v = int(colorWhite.x); 31 v = ivec2(int(colorWhite.y)); [all …]
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D | OutParams.metal | 7 float4 colorWhite; 226 v = _uniforms.colorWhite.x; 229 v = float2(_uniforms.colorWhite.y); 232 v = float3(_uniforms.colorWhite.z); 235 v = float4(_uniforms.colorWhite.w); 238 v = float2x2(_uniforms.colorWhite.x); 241 v = float3x3(_uniforms.colorWhite.y); 244 v = float4x4(_uniforms.colorWhite.z); 247 v = int(_uniforms.colorWhite.x); 250 v = int2(int(_uniforms.colorWhite.y)); [all …]
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D | OutParamsNoInline.metal | 7 float4 colorWhite; 226 v = _uniforms.colorWhite.x; 229 v = float2(_uniforms.colorWhite.y); 232 v = float3(_uniforms.colorWhite.z); 235 v = float4(_uniforms.colorWhite.w); 238 v = float2x2(_uniforms.colorWhite.x); 241 v = float3x3(_uniforms.colorWhite.y); 244 v = float4x4(_uniforms.colorWhite.z); 247 v = int(_uniforms.colorWhite.x); 250 v = int2(int(_uniforms.colorWhite.y)); [all …]
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D | CommaSideEffects.glsl | 5 uniform vec4 colorWhite; 16 a = (setToColorBlack_vh4(d) , colorWhite); 21 …return ((a == colorWhite && b == colorRed) && c == colorGreen) && d == colorBlack ? colorGreen : c…
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D | CommaSideEffects.metal | 7 float4 colorWhite; 33 a = ( _skOutParamHelper0_setToColorBlack_vh4(_uniforms, d) , _uniforms.colorWhite); 38 …_out.sk_FragColor = ((all(a == _uniforms.colorWhite) && all(b == _uniforms.colorRed)) && all(c == …
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D | UnaryPositiveNegative.glsl | 3 uniform vec4 colorWhite; 7 vec2 x = colorWhite.xy;
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D | ForLoopControlFlow.glsl | 3 uniform vec4 colorWhite; 5 vec4 x = colorWhite;
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/external/skia/resources/sksl/shared/ |
D | OutParams.sksl | 1 uniform half4 colorGreen, colorRed, colorWhite; 3 void out_half (out half v) { v = colorWhite.r; } 4 void out_half2(out half2 v) { v = half2(colorWhite.g); } 5 void out_half3(out half3 v) { v = half3(colorWhite.b); } 6 void out_half4(out half4 v) { v = half4(colorWhite.a); } 8 void out_half2x2(out half2x2 v) { v = half2x2(colorWhite.r); } 9 void out_half3x3(out half3x3 v) { v = half3x3(colorWhite.g); } 10 void out_half4x4(out half4x4 v) { v = half4x4(colorWhite.b); } 12 void out_int (out int v) { v = int(colorWhite.r); } 13 void out_int2(out int2 v) { v = int2(colorWhite.g); } [all …]
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D | OutParamsNoInline.sksl | 3 uniform half4 colorGreen, colorRed, colorWhite; 5 void out_half (out half v) { v = colorWhite.r; } 6 void out_half2(out half2 v) { v = half2(colorWhite.g); } 7 void out_half3(out half3 v) { v = half3(colorWhite.b); } 8 void out_half4(out half4 v) { v = half4(colorWhite.a); } 10 void out_half2x2(out half2x2 v) { v = half2x2(colorWhite.r); } 11 void out_half3x3(out half3x3 v) { v = half3x3(colorWhite.g); } 12 void out_half4x4(out half4x4 v) { v = half4x4(colorWhite.b); } 14 void out_int (out int v) { v = int(colorWhite.r); } 15 void out_int2(out int2 v) { v = int2(colorWhite.g); } [all …]
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D | CommaSideEffects.sksl | 3 uniform half4 colorRed, colorGreen, colorWhite, colorBlack; 13 a = (setToColorBlack(d), colorWhite); 21 return (a == colorWhite &&
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D | UnaryPositiveNegative.sksl | 1 uniform half4 colorWhite, colorGreen, colorRed; 4 half2 x = colorWhite.rg;
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D | ForLoopControlFlow.sksl | 1 uniform half4 colorWhite; 4 half4 x = colorWhite;
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/external/skia/resources/sksl/intrinsics/ |
D | MixFloat.sksl | 1 uniform half4 colorGreen, colorRed, colorBlack, colorWhite, testInputs; 11 mix(colorBlack.x, colorWhite.x, 0.5) == expectedBW.x && 12 mix(colorBlack.xy, colorWhite.xy, 0.5) == expectedBW.xy && 13 mix(colorBlack.xyz, colorWhite.xyz, 0.5) == expectedBW.xyz && 14 mix(colorBlack.xyzw, colorWhite.xyzw, 0.5) == expectedBW.xyzw && 15 mix(colorWhite.x, testInputs.x, 0) == expectedWT.x && 16 mix(colorWhite.xy, testInputs.xy, half2(0, 0.5)) == expectedWT.xy && 17 mix(colorWhite.xyz, testInputs.xyz, half3(0, 0.5, 0)) == expectedWT.xyz && 18 mix(colorWhite.xyzw, testInputs.xyzw, half4(0, 0.5, 0, 1)) == expectedWT.xyzw)
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/external/skia/tests/sksl/intrinsics/ |
D | MixFloat.glsl | 6 uniform vec4 colorWhite; 11 …colorWhite.x, 0.5) == expectedBW.x) && mix(colorBlack.xy, colorWhite.xy, 0.5) == expectedBW.xy) &&…
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D | MixFloat.metal | 8 float4 colorWhite; 22 …colorWhite.x, 0.5) == expectedBW.x) && all(mix(_uniforms.colorBlack.xy, _uniforms.colorWhite.xy, 0…
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/external/skia/resources/sksl/inliner/ |
D | ShortCircuitEvaluationsCannotInlineRightHandSide.sksl | 1 uniform half4 colorWhite; 13 if (testA(colorWhite) && testB(colorWhite)) { 16 if (testB(colorWhite) || testA(colorWhite)) {
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D | InlinerUsesTempVarForReturnsInsideBlockWithVar.sksl | 3 uniform half4 colorWhite; 13 return MakeTempVar(colorWhite);
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D | InlinerUsesTempVarForMultipleReturns.sksl | 3 uniform half4 colorWhite, colorGreen, colorRed; 14 return MakeTempVar(colorWhite);
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/external/skia/tests/sksl/inliner/ |
D | ShortCircuitEvaluationsCannotInlineRightHandSide.glsl | 3 uniform vec4 colorWhite; 12 if (bool(colorWhite.x) && testB_bh4(colorWhite)) { 15 if (bool(colorWhite.y) || testA_bh4(colorWhite)) {
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D | InlinerUsesTempVarForMultipleReturns.glsl | 3 uniform vec4 colorWhite; 8 if (colorWhite.xy == colorWhite.zw) {
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D | InlinerUsesTempVarForReturnsInsideBlockWithVar.glsl | 3 uniform vec4 colorWhite; 7 vec4 _1_d = colorWhite;
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