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Searched refs:sampler2DShadow (Results 1 – 20 of 20) sorted by relevance

/external/swiftshader/src/OpenGL/compiler/
DInitialize.cpp312 TType *sampler2DShadow = new TType(EbtSampler2DShadow); in InsertBuiltInFunctions() local
316 symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "texture", sampler2DShadow, float3); in InsertBuiltInFunctions()
319 symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProj", sampler2DShadow, float4); in InsertBuiltInFunctions()
320 symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureLod", sampler2DShadow, float3, float1); in InsertBuiltInFunctions()
324 symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "texture", sampler2DShadow, float3, float1); in InsertBuiltInFunctions()
326 symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProj", sampler2DShadow, float4, float1); in InsertBuiltInFunctions()
333 symbolTable.insertBuiltIn(ESSL3_BUILTINS, int2, "textureSize", sampler2DShadow, int1); in InsertBuiltInFunctions()
346 symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureOffset", sampler2DShadow, float3, int2); in InsertBuiltInFunctions()
353 …symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureOffset", sampler2DShadow, float3, int2, … in InsertBuiltInFunctions()
360 …symbolTable.insertBuiltIn(ESSL3_BUILTINS, float1, "textureProjOffset", sampler2DShadow, float4, in… in InsertBuiltInFunctions()
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/external/skia/src/sksl/
Dsksl.include208 ivec2 textureSize(sampler2DShadow sampler, int lod);
231 vec2 textureQueryLod(sampler2DShadow sampler, vec2 P);
244 int textureQueryLevels(sampler2DShadow sampler);
268 float texture(sampler2DShadow sampler, vec3 P);
269 float texture(sampler2DShadow sampler, vec3 P, float bias);
313 float textureProj(sampler2DShadow sampler, vec4 P);
314 float textureProj(sampler2DShadow sampler, vec4 P, float bias);
323 float textureLod(sampler2DShadow sampler, vec3 P, float lod);
338 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);
339 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
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/external/mesa3d/src/glsl/builtins/profiles/
D140.frag20 float texture(sampler2DShadow sampler, vec3 P, float bias);
53 float textureProj(sampler2DShadow sampler, vec4 P, float bias);
69 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
101 float textureProjOffset(sampler2DShadow s, vec4 P, ivec2 offset, float bias);
120 vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias);
122 vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias);
D130.frag21 float texture(sampler2DShadow sampler, vec3 P, float bias);
54 float textureProj(sampler2DShadow sampler, vec4 P, float bias);
70 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset, float bias);
102 float textureProjOffset(sampler2DShadow s, vec4 P, ivec2 offset, float bias);
121 vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias);
123 vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias);
D120.vert19 vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod);
21 vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
D110.vert23 vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod);
25 vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
DARB_shader_texture_lod.frag15 vec4 shadow2DLod (sampler2DShadow sampler, vec3 coord, float lod);
17 vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod);
D120.frag19 vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias);
21 vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias);
D110.frag20 vec4 shadow2D (sampler2DShadow sampler, vec3 coord, float bias);
22 vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord, float bias);
DARB_shader_texture_lod.glsl29 vec4 shadow2DGradARB (sampler2DShadow sampler,
31 vec4 shadow2DProjGradARB (sampler2DShadow sampler,
D130.glsl489 ivec2 textureSize(sampler2DShadow sampler, int lod);
520 float texture(sampler2DShadow sampler, vec3 P);
554 float textureProj(sampler2DShadow sampler, vec4 P);
574 float textureLod(sampler2DShadow sampler, vec3 P, float lod);
600 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);
674 float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
690 float textureLodOffset(sampler2DShadow samp, vec3 P, float lod, ivec2 offset);
722 float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);
744 float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset);
764 float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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D140.glsl493 ivec2 textureSize(sampler2DShadow sampler, int lod);
533 float texture(sampler2DShadow sampler, vec3 P);
573 float textureProj(sampler2DShadow sampler, vec4 P);
602 float textureLod(sampler2DShadow sampler, vec3 P, float lod);
634 float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset);
729 float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset);
745 float textureLodOffset(sampler2DShadow samp, vec3 P, float lod, ivec2 offset);
777 float textureProjLod(sampler2DShadow sampler, vec4 P, float lod);
799 float textureProjLodOffset(sampler2DShadow s, vec4 P, float lod, ivec2 offset);
825 float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy);
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D110.glsl307 vec4 shadow2D (sampler2DShadow sampler, vec3 coord);
309 vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord);
D120.glsl339 vec4 shadow2D (sampler2DShadow sampler, vec3 coord);
341 vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord);
/external/mesa3d/docs/
DMESA_shader_debug.spec186 void printMESA(const sampler2DShadow value)
/external/deqp/data/gles2/shaders/
Dkeywords.test1421 case sampler2DShadow
1433 float sampler2DShadow = 1.0;
/external/deqp/data/gles3/shaders/
Dinvalid_texture_functions.test564 uniform mediump sampler2DShadow s;
640 uniform mediump sampler2DShadow s;
Dkeywords.test1086 case sampler2DShadow
1099 float sampler2DShadow = 1.0;
/external/mesa3d/src/glsl/
Dglsl_lexer.ll282 sampler2DShadow return SAMPLER2DSHADOW;
Dglsl_parser.yy1462 | SAMPLER2DSHADOW { $$ = "sampler2DShadow"; }