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Searched refs:AddSat (Results 1 – 5 of 5) sorted by relevance

/external/swiftshader/src/Shader/
DPixelPipeline.cpp217 …if(dst.mask & 0x1) { d.x = AddSat(d.x, d.x); if(dst.shift > 1) d.x = AddSat(d.x, d.x); if(dst.shif… in applyShader()
218 …if(dst.mask & 0x2) { d.y = AddSat(d.y, d.y); if(dst.shift > 1) d.y = AddSat(d.y, d.y); if(dst.shif… in applyShader()
219 …if(dst.mask & 0x4) { d.z = AddSat(d.z, d.z); if(dst.shift > 1) d.z = AddSat(d.z, d.z); if(dst.shif… in applyShader()
220 …if(dst.mask & 0x8) { d.w = AddSat(d.w, d.w); if(dst.shift > 1) d.w = AddSat(d.w, d.w); if(dst.shif… in applyShader()
616 res.x = AddSat(arg1->x, arg2->x); in blendTexture()
617 res.y = AddSat(arg1->y, arg2->y); in blendTexture()
618 res.z = AddSat(arg1->z, arg2->z); in blendTexture()
621 res.x = AddSat(arg1->x, arg2->x); in blendTexture()
622 res.y = AddSat(arg1->y, arg2->y); in blendTexture()
623 res.z = AddSat(arg1->z, arg2->z); in blendTexture()
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DSamplerCore.cpp592 case +1: return AddSat(As<UShort4>(uvw), As<UShort4>(offset)); in offsetSample()
593 case 2: return AddSat(AddSat(As<UShort4>(uvw), As<UShort4>(offset)), As<UShort4>(offset)); in offsetSample()
745 if(hasUnsignedTextureComponent(0)) c.x = cSum.x; else c.x = AddSat(cSum.x, cSum.x); in sampleAniso()
746 if(hasUnsignedTextureComponent(1)) c.y = cSum.y; else c.y = AddSat(cSum.y, cSum.y); in sampleAniso()
747 if(hasUnsignedTextureComponent(2)) c.z = cSum.z; else c.z = AddSat(cSum.z, cSum.z); in sampleAniso()
748 if(hasUnsignedTextureComponent(3)) c.w = cSum.w; else c.w = AddSat(cSum.w, cSum.w); in sampleAniso()
865 if(!hasUnsignedTextureComponent(0)) c.x = AddSat(c.x, c.x); // Correct for signed fractions in sampleQuad2D()
895 if(!hasUnsignedTextureComponent(1)) c.y = AddSat(c.y, c.y); // Correct for signed fractions in sampleQuad2D()
925 if(!hasUnsignedTextureComponent(2)) c.z = AddSat(c.z, c.z); // Correct for signed fractions in sampleQuad2D()
955 if(!hasUnsignedTextureComponent(3)) c.w = AddSat(c.w, c.w); // Correct for signed fractions in sampleQuad2D()
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DPixelRoutine.cpp852 output = AddSat(bufferValue, Byte8(1, 1, 1, 1, 1, 1, 1, 1)); in stencilOperation()
1194 current.x = AddSat(As<UShort4>(current.x), As<UShort4>(pixel.x)); in alphaBlend()
1195 current.y = AddSat(As<UShort4>(current.y), As<UShort4>(pixel.y)); in alphaBlend()
1196 current.z = AddSat(As<UShort4>(current.z), As<UShort4>(pixel.z)); in alphaBlend()
1251 current.w = AddSat(As<UShort4>(current.w), As<UShort4>(pixel.w)); in alphaBlend()
1386 current.x = AddSat(As<UShort4>(current.x), UShort4(0x0400)); in writeColor()
1387 current.y = AddSat(As<UShort4>(current.y), UShort4(0x0200)); in writeColor()
1388 current.z = AddSat(As<UShort4>(current.z), UShort4(0x0400)); in writeColor()
/external/swiftshader/src/Reactor/
DNucleus.hpp769 RValue<Byte8> AddSat(RValue<Byte8> x, RValue<Byte8> y);
823 RValue<SByte8> AddSat(RValue<SByte8> x, RValue<SByte8> y);
988 RValue<Short4> AddSat(RValue<Short4> x, RValue<Short4> y);
1060 RValue<UShort4> AddSat(RValue<UShort4> x, RValue<UShort4> y);
DNucleus.cpp2211 RValue<Byte8> AddSat(RValue<Byte8> x, RValue<Byte8> y) in AddSat() function
2527 RValue<SByte8> AddSat(RValue<SByte8> x, RValue<SByte8> y) in AddSat() function
3108 RValue<Short4> AddSat(RValue<Short4> x, RValue<Short4> y) in AddSat() function
3486 RValue<UShort4> AddSat(RValue<UShort4> x, RValue<UShort4> y) in AddSat() function