/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/reference/opt/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u]… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/reference/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(float2(_22.D0[0], _22.D0[1]), _2… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/reference/opt/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u]… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/reference/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(float2(_22.D0[0], _22.D0[1]), _2… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/reference/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(float2(_22.D0[0], _22.D0[1]), _2… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/reference/opt/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u]… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/reference/opt/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u]… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/reference/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(float2(_22.D0[0], _22.D0[1]), _2… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u]… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(float2(_22.D0[0], _22.D0[1]), _2… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(float2(_22.D0[0], _22.D0[1]), _2… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u]… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/emulators/libretro-ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/reference/opt/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u]… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/emulators/libretro-ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/reference/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(float2(_22.D0[0], _22.D0[1]), _2… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/graphics/rx/rx-0.4.0/cargo-crates/spirv_cross-0.16.0/src/vendor/SPIRV-Cross/reference/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(float2(_22.D0[0], _22.D0[1]), _2… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/graphics/rx/rx-0.4.0/cargo-crates/spirv_cross-0.16.0/src/vendor/SPIRV-Cross/reference/opt/shaders-msl/flatten/ |
H A D | swizzle.flatten.vert | 35 vertex main0_out main0(constant UBO& _22 [[buffer(0)]]) 39 out.oA = _22.A; 40 out.oB = float4(_22.B0, _22.B1); 41 out.oC = float4(_22.C0, _22.C1) + float4(_22.C1.xy, _22.C1.z, _22.C0); 42 …out.oD = float4(_22.D0[0], _22.D0[1], _22.D0[2], _22.D1) + float4(_22.D0[0], _22.D0[1], _22.D0[2u]… 43 out.oE = float4(_22.E0, _22.E1, _22.E2, _22.E3); 44 out.oF = float4(_22.F0, _22.F1, _22.F2);
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/dports/math/e-antic/flint2-ae7ec89/fmpq/ |
H A D | mat22.c | 20 fmpz_init(M->_22); in _fmpz_mat22_init() 30 fmpz_clear(M->_22); in _fmpz_mat22_clear() 39 fmpz_one(M->_22); in _fmpz_mat22_one() 49 && fmpz_is_one(M->_22); in _fmpz_mat22_is_one() 76 fmpz_mul(d, M->_21, N->_12); fmpz_addmul(d, M->_22, N->_22); in _fmpz_mat22_rmul() 80 fmpz_swap(M->_22, d); in _fmpz_mat22_rmul() 104 fmpz_mul_ui(M->_22, M->_22, N->_22); in _fmpz_mat22_rmul_ui() 128 fmpz_mul_ui(a, M->_21, N->_22); fmpz_submul_ui(a, M->_22, N->_21); in _fmpz_mat22_rmul_inv_ui() 138 fmpz_mul_ui(a, M->_22, N->_21); fmpz_submul_ui(a, M->_21, N->_22); in _fmpz_mat22_rmul_inv_ui() 143 fmpz_swap(M->_22, b); in _fmpz_mat22_rmul_inv_ui() [all …]
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/dports/math/e-antic/e-antic-1.0.0-rc.13/libeantic/upstream/antic/fmpq/ |
H A D | mat22.c | 20 fmpz_init(M->_22); in _fmpz_mat22_init() 30 fmpz_clear(M->_22); in _fmpz_mat22_clear() 39 fmpz_one(M->_22); in _fmpz_mat22_one() 49 && fmpz_is_one(M->_22); in _fmpz_mat22_is_one() 76 fmpz_mul(d, M->_21, N->_12); fmpz_addmul(d, M->_22, N->_22); in _fmpz_mat22_rmul() 80 fmpz_swap(M->_22, d); in _fmpz_mat22_rmul() 104 fmpz_mul_ui(M->_22, M->_22, N->_22); in _fmpz_mat22_rmul_ui() 128 fmpz_mul_ui(a, M->_21, N->_22); fmpz_submul_ui(a, M->_22, N->_21); in _fmpz_mat22_rmul_inv_ui() 138 fmpz_mul_ui(a, M->_22, N->_21); fmpz_submul_ui(a, M->_21, N->_22); in _fmpz_mat22_rmul_inv_ui() 143 fmpz_swap(M->_22, b); in _fmpz_mat22_rmul_inv_ui() [all …]
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/dports/math/flint2/flint-2.8.4/fmpq/ |
H A D | mat22.c | 20 fmpz_init(M->_22); in _fmpz_mat22_init() 30 fmpz_clear(M->_22); in _fmpz_mat22_clear() 39 fmpz_one(M->_22); in _fmpz_mat22_one() 49 && fmpz_is_one(M->_22); in _fmpz_mat22_is_one() 76 fmpz_mul(d, M->_21, N->_12); fmpz_addmul(d, M->_22, N->_22); in _fmpz_mat22_rmul() 80 fmpz_swap(M->_22, d); in _fmpz_mat22_rmul() 104 fmpz_mul_ui(M->_22, M->_22, N->_22); in _fmpz_mat22_rmul_ui() 128 fmpz_mul_ui(a, M->_21, N->_22); fmpz_submul_ui(a, M->_22, N->_21); in _fmpz_mat22_rmul_inv_ui() 138 fmpz_mul_ui(a, M->_22, N->_21); fmpz_submul_ui(a, M->_21, N->_22); in _fmpz_mat22_rmul_inv_ui() 143 fmpz_swap(M->_22, b); in _fmpz_mat22_rmul_inv_ui() [all …]
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/dports/games/blockout/BL_SRC/BlockOut/ |
H A D | BotMatrix.cpp | 33 this->_21 = _21; this->_22 = _22; this->_23 = _23; in Init33() 43 _21=0.0f; _22=1.0f; _23=0.0f; in Identity() 63 this->_22 = -m1._23; in RotateOX() 64 this->_23 = m1._22; in RotateOX() 102 this->_21 = m1._12; this->_22 = m1._22; this->_23 = m1._32; in Transpose() 121 this->_21 = -m1._22; in RotateOZ() 122 this->_22 = m1._21; in RotateOZ() 146 this->_22 = m1._23; in RotateNOX() 147 this->_23 = -m1._22; in RotateNOX() 193 this->_21 = m1._22; in RotateNOZ() [all …]
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/dports/www/firefox-legacy/firefox-52.8.0esr/gfx/2d/ |
H A D | Matrix.h | 44 Float _21, _22; member 158 _22 *= aY; in PreScale() 236 resultMatrix._22 = this->_21 * aMatrix._12 + this->_22 * aMatrix._22; 276 _21 == o._21 && _22 == o._22 && in ExactlyEquals() 529 aMatrix->_22 = _22; in Is2D() 553 aMatrix->_22 = _22; 818 matrix._22 = aMatrix._22; in From2D() 1019 _22 *= aY; in PreScale() 1119 matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22 + _23 * aMatrix._32 + _24 * aMatrix._42; 1414 _22 = cosTheta * _22 + sinTheta * _32; in RotateX() [all …]
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/dports/lang/spidermonkey60/firefox-60.9.0/gfx/2d/ |
H A D | Matrix.h | 255 resultMatrix._22 = this->_21 * aMatrix._12 + this->_22 * aMatrix._22; 599 aMatrix->_22 = _22; in Is2D() 620 aMatrix->_22 = _22; 895 matrix._22 = aMatrix._22; in From2D() 1171 matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22 + _23 * aMatrix._32 + 1782 resultMatrix._22 = this->_21 * aMatrix._12 + this->_22 * aMatrix._22 + 2057 matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22; 2093 matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22; 2104 matrix._22 = _21 * aMatrix._12 + _22 * aMatrix._22; 2150 aMatrix->_22 = _22; [all …]
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/dports/games/blockout/BL_SRC/BlockOut/GLApp/ |
H A D | GLMatrix.cpp | 18 this->_21 = _21; this->_22 = _22; this->_23 = _23; in Init33() 28 _21=0.0f; _22=1.0f; _23=0.0f; _24=0.0f; in Identity() 52 _21=m._12; _22=m._22; _23=m._32; _24=m._42; in Transpose() 65 this->_12 = m1._11*m2->_12 + m1._12*m2->_22 + m1._13*m2->_32 + m1._14*m2->_42; in Multiply() 70 this->_22 = m1._21*m2->_12 + m1._22*m2->_22 + m1._23*m2->_32 + m1._24*m2->_42; in Multiply() 94 this->_22 = m1->_21*m2->_12 + m1->_22*m2->_22 + m1->_23*m2->_32 + m1->_24*m2->_42; in Multiply() 115 *ry = x * _21 + y * _22 + z * _23 + w * _24; in TransfomVec() 127 ret[1] = _21; ret[5] = _22; ret[9] = _23; ret[13] = _24; in GetGL() 139 _21 = m[1]; _22 = m[5]; _23 = m[9]; _24 = m[13]; in FromGL() 153 _22=cs; _23=-sn; in RotateX() [all …]
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/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/reference/opt/shaders/asm/comp/ |
H A D | bitcast_slr.asm.comp | 18 ivec4 _22 = _5._m0; 20 _6._m0 = _23 >> uvec4(_22); 21 _6._m0 = uvec4(_22) >> _23; 23 _6._m0 = uvec4(_22) >> uvec4(_22); 25 _6._m1 = ivec4(uvec4(_22) >> uvec4(_22)); 26 _6._m1 = ivec4(_23 >> uvec4(_22)); 27 _6._m1 = ivec4(uvec4(_22) >> _23);
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H A D | bitcast_sar.asm.comp | 18 ivec4 _22 = _5._m0; 20 _6._m0 = uvec4(ivec4(_23) >> _22); 21 _6._m0 = uvec4(_22 >> ivec4(_23)); 23 _6._m0 = uvec4(_22 >> _22); 25 _6._m1 = _22 >> _22; 26 _6._m1 = ivec4(_23) >> _22; 27 _6._m1 = _22 >> ivec4(_23);
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