Searched refs:float3x2 (Results 1 – 19 of 19) sorted by relevance
/external/deqp-deps/glslang/Test/ |
D | hlsl.type.type.conversion.all.frag | 34 float3x2 var91 = float(zeros1); 35 float3x2 var98 = float3x2(zeros6); 52 float var7 = float3x2(zeros6);// warning X3206: implicit truncation of vector type 63 float2x2 var59 = float3x2(zeros6);// warning X3206: implicit truncation of vector type 76 float3x2 var99 = float3x3(zeros9);// warning X3206: implicit truncation of vector type 77 float3x2 var100 = float3x4(zeros12);// warning X3206: implicit truncation of vector type 78 float3x2 var101 = float4x2(zeros8);// warning X3206: implicit truncation of vector type 79 float3x2 var102 = float4x3(zeros12);// warning X3206: implicit truncation of vector type 80 float3x2 var103 = float4x4(zeros16);// warning X3206: implicit truncation of vector type 91 …float2 var20 = float3x2(zeros6);// Compilation failed because: error X3017: cannot implicitly conv… [all …]
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D | hlsl.type.type.conversion.valid.frag | 34 float3x2 var91 = float(zeros1); 35 float3x2 var98 = float3x2(zeros6); 52 float var7 = float3x2(zeros6);// warning X3206: implicit truncation of vector type 63 float2x2 var59 = float3x2(zeros6);// warning X3206: implicit truncation of vector type 76 float3x2 var99 = float3x3(zeros9);// warning X3206: implicit truncation of vector type 77 float3x2 var100 = float3x4(zeros12);// warning X3206: implicit truncation of vector type 78 float3x2 var101 = float4x2(zeros8);// warning X3206: implicit truncation of vector type 79 float3x2 var102 = float4x3(zeros12);// warning X3206: implicit truncation of vector type 80 float3x2 var103 = float4x4(zeros16);// warning X3206: implicit truncation of vector type
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D | hlsl.matrixindex.frag | 2 uniform float3x2 um; 12 const float3x2 m1 = { { 10, 11 }, // row-wise initialization 16 …const float3x2 m2 = { 20, 21, 22, 23, 24, 25 }; // component-wise matrix initialization is allowed 17 …const float3x2 m3 = { 30, 31, 33, 33, 34, 35 }; // component-wise matrix initialization is allowed
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D | hlsl.mul-truncate.frag | 34 float3x2 r32 = mul(m33, m42); // float3x2 = float3x3 * float4x2;
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D | hlsl.reflection.vert | 4 float3x2 m23; 16 float3x2 c_m23;
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D | hlsl.templatetypes.frag | 36 matrix<float, 3, 2> r62 = float3x2(1,2,3,4,5,6);
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D | remap.hlsl.templatetypes.none.frag | 36 matrix<float, 3, 2> r62 = float3x2(1,2,3,4,5,6);
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D | remap.hlsl.templatetypes.everything.frag | 36 matrix<float, 3, 2> r62 = float3x2(1,2,3,4,5,6);
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D | hlsl.intrinsics.vert | 393 float2x3 inFM2x3, float3x2 inFM3x2, 409 float3x2 r12 = mul(inFM3x2, inF0);
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D | hlsl.intrinsics.frag | 464 float2x3 inFM2x3, float3x2 inFM3x2, 480 float3x2 r12 = mul(inFM3x2, inF0);
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/external/skia/tests/sksl/shared/ |
D | MatricesNonsquare.metal | 29 float3x2 m32 = float3x2(32.0); 46 float3x2 _2_m32 = float3x2(32.0);
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D | ResizeMatrixNonsquare.metal | 16 float3x3 float3x3_from_float3x2(float3x2 x0) { 44 float3x3 h = float3x3_from_float3x2(float3x2(1.0));
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/external/skia/resources/sksl/folding/ |
D | MatrixFoldingES3.sksl | 5 ok = ok && (float3x2(2) == float3x2(float2(2.0, 0.0), float2(0.0, 2.0), float2(0.0)));
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/external/skia/resources/sksl/shared/ |
D | MatricesNonsquare.sksl | 6 float3x2 m32 = float3x2(32);
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D | ResizeMatrixNonsquare.sksl | 6 float3x3 h = float3x3(float3x2(1)); result += h[0][0];
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | UniformBlockToStructuredBufferTranslation.md | 138 float3x2 GetFloat3x2FromFloat3x4Rowmajor(float3x4 mat) 140 float3x2 res = { 0.0 }; 149 float3x2 var = GetFloat3x2FromFloat3x4Rowmajor(bufTranslated[0]) 153 When accessing the element of the `buf` variable, we would need to extract a float3x2 from
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/external/oboe/samples/RhythmGame/third_party/glm/gtx/ |
D | compatibility.hpp | 104 …typedef tmat3x2<float, highp> float3x2; //!< \brief single-precision floating-point matrix with … typedef
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/external/skia/src/sksl/ |
D | sksl_gpu.sksl | 151 float3x2 outerProduct(float2 c, float3 r); 168 float2x3 transpose(float3x2 m); 169 float3x2 transpose(float2x3 m);
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/external/skqp/src/sksl/ |
D | sksl.inc | 152 float3x2 outerProduct(float2 c, float3 r); 160 float2x3 transpose(float3x2 m); 161 float3x2 transpose(float2x3 m);
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