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/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/reference/opt/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/reference/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/reference/opt/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/emulators/ppsspp-qt5/ppsspp-1.12.3/ext/SPIRV-Cross/reference/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/reference/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/emulators/ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/reference/opt/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/reference/opt/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/spirv-cross/spirv-cross/reference/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/emulators/mess/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/emulators/mame/mame-mame0226/3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/emulators/libretro-ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/reference/opt/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/emulators/libretro-ppsspp/ppsspp-1.12.3/ext/SPIRV-Cross/reference/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/dports/graphics/rx/rx-0.4.0/cargo-crates/spirv_cross-0.16.0/src/vendor/SPIRV-Cross/reference/shaders-msl/flatten/
H A Dswizzle.flatten.vert35 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);
/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 Dswizzle.flatten.vert35 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);
/dports/math/e-antic/flint2-ae7ec89/fmpq/
H A Dmat22.c20 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 …]
/dports/math/e-antic/e-antic-1.0.0-rc.13/libeantic/upstream/antic/fmpq/
H A Dmat22.c20 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 …]
/dports/math/flint2/flint-2.8.4/fmpq/
H A Dmat22.c20 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 …]
/dports/games/blockout/BL_SRC/BlockOut/
H A DBotMatrix.cpp33 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 …]
/dports/www/firefox-legacy/firefox-52.8.0esr/gfx/2d/
H A DMatrix.h44 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 …]
/dports/lang/spidermonkey60/firefox-60.9.0/gfx/2d/
H A DMatrix.h255 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 …]
/dports/games/blockout/BL_SRC/BlockOut/GLApp/
H A DGLMatrix.cpp18 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 …]
/dports/games/retroarch/RetroArch-1.9.7/deps/SPIRV-Cross/reference/opt/shaders/asm/comp/
H A Dbitcast_slr.asm.comp18 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);
H A Dbitcast_sar.asm.comp18 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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