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/dports/devel/godot/godot-3.2.3-stable/scene/resources/
H A Ddynamic_font.cpp502 TexturePosition tex_pos = _find_texture_pos_for_glyph(color_size, require_format, mw, mh); in _bitmap_to_character() local
503 ERR_FAIL_COND_V(tex_pos.index < 0, Character::not_found()); in _bitmap_to_character()
507 CharTexture &tex = textures.write[tex_pos.index]; in _bitmap_to_character()
515 …int ofs = ((i + tex_pos.y + rect_margin) * tex.texture_size + j + tex_pos.x + rect_margin) * color… in _bitmap_to_character()
559 for (int k = tex_pos.x; k < tex_pos.x + mw; k++) { in _bitmap_to_character()
560 tex.offsets.write[k] = tex_pos.y + mh; in _bitmap_to_character()
567 chr.texture_idx = tex_pos.index; in _bitmap_to_character()
570 chr.rect_uv = Rect2(tex_pos.x + rect_margin, tex_pos.y + rect_margin, w, h); in _bitmap_to_character()
/dports/devel/godot-tools/godot-3.2.3-stable/scene/resources/
H A Ddynamic_font.cpp502 TexturePosition tex_pos = _find_texture_pos_for_glyph(color_size, require_format, mw, mh); in _bitmap_to_character() local
503 ERR_FAIL_COND_V(tex_pos.index < 0, Character::not_found()); in _bitmap_to_character()
507 CharTexture &tex = textures.write[tex_pos.index]; in _bitmap_to_character()
515 …int ofs = ((i + tex_pos.y + rect_margin) * tex.texture_size + j + tex_pos.x + rect_margin) * color… in _bitmap_to_character()
559 for (int k = tex_pos.x; k < tex_pos.x + mw; k++) { in _bitmap_to_character()
560 tex.offsets.write[k] = tex_pos.y + mh; in _bitmap_to_character()
567 chr.texture_idx = tex_pos.index; in _bitmap_to_character()
570 chr.rect_uv = Rect2(tex_pos.x + rect_margin, tex_pos.y + rect_margin, w, h); in _bitmap_to_character()
/dports/lang/clover/mesa-21.3.6/src/amd/vulkan/
H A Dradv_meta_blit2d.c483 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
484 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
498 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
529 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
530 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
574 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
576 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
597 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
599 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_stencil() local
[all …]
H A Dradv_meta_blit.c95 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
110 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
117 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
143 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
158 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
165 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
191 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
206 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
213 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/graphics/libosmesa-gallium/mesa-21.3.6/src/amd/vulkan/
H A Dradv_meta_blit2d.c483 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
484 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
498 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
529 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
530 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
574 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
576 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
597 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
599 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_stencil() local
[all …]
H A Dradv_meta_blit.c95 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
110 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
117 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
143 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
158 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
165 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
191 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
206 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
213 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/graphics/libosmesa/mesa-21.3.6/src/amd/vulkan/
H A Dradv_meta_blit2d.c483 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
484 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
498 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
529 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
530 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
574 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
576 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
597 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
599 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_stencil() local
[all …]
H A Dradv_meta_blit.c95 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
110 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
117 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
143 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
158 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
165 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
191 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
206 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
213 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/graphics/mesa-libs/mesa-21.3.6/src/amd/vulkan/
H A Dradv_meta_blit2d.c483 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
484 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
498 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
529 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
530 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
574 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
576 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
597 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
599 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_stencil() local
[all …]
H A Dradv_meta_blit.c95 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
110 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
117 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
143 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
158 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
165 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
191 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
206 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
213 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/graphics/mesa-gallium-va/mesa-21.3.6/src/amd/vulkan/
H A Dradv_meta_blit2d.c483 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
484 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
498 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
529 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
530 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
574 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
576 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
597 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
599 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_stencil() local
[all …]
H A Dradv_meta_blit.c95 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
110 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
117 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
143 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
158 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
165 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
191 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
206 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
213 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/graphics/mesa-dri-gallium/mesa-21.3.6/src/amd/vulkan/
H A Dradv_meta_blit2d.c483 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
484 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
498 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
529 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
530 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
574 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
576 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
597 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
599 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_stencil() local
[all …]
H A Dradv_meta_blit.c95 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
110 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
117 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
143 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
158 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
165 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
191 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
206 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
213 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/graphics/mesa-gallium-vdpau/mesa-21.3.6/src/amd/vulkan/
H A Dradv_meta_blit2d.c483 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
484 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
498 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
529 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
530 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
574 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
576 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
597 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
599 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_stencil() local
[all …]
H A Dradv_meta_blit.c95 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
110 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
117 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
143 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
158 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
165 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
191 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
206 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
213 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/graphics/mesa-gallium-xa/mesa-21.3.6/src/amd/vulkan/
H A Dradv_meta_blit2d.c483 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
484 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
498 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
529 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
530 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
574 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
576 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
597 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
599 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_stencil() local
[all …]
H A Dradv_meta_blit.c95 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
110 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
117 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
143 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
158 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
165 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
191 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
206 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
213 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/graphics/mesa-dri/mesa-21.3.6/src/amd/vulkan/
H A Dradv_meta_blit2d.c483 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
484 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
498 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
529 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
530 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
574 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
576 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
597 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
599 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_stencil() local
[all …]
H A Dradv_meta_blit.c95 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
110 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
117 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
143 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
158 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
165 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
191 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
206 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
213 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/graphics/mesa-devel/mesa-22.0-branchpoint-2059-ge8a63cf61ec/src/amd/vulkan/
H A Dradv_meta_blit2d.c483 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
484 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
498 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
529 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
530 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
574 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
576 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
597 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
599 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_stencil() local
[all …]
H A Dradv_meta_blit.c94 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
109 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
116 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
141 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
156 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
163 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
188 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
203 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
210 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/graphics/mesa-dri-classic/mesa-20.2.3/src/amd/vulkan/
H A Dradv_meta_blit2d.c513 chans[0] = nir_channel(b, tex_pos, 0); in build_nir_texel_fetch()
514 chans[1] = nir_channel(b, tex_pos, 1); in build_nir_texel_fetch()
530 tex->src[0].src = nir_src_for_ssa(is_3d ? tex_pos_3d : tex_pos); in build_nir_texel_fetch()
552 nir_ssa_def *tex_pos, bool is_3d, bool is_multisampled) in build_nir_buffer_fetch() argument
569 nir_ssa_def *pos_x = nir_channel(b, tex_pos, 0); in build_nir_buffer_fetch()
570 nir_ssa_def *pos_y = nir_channel(b, tex_pos, 1); in build_nir_buffer_fetch()
620 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader() local
622 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader()
649 nir_ssa_def *tex_pos = nir_channels(&b, pos_int, 0x3); in build_nir_copy_fragment_shader_depth() local
651 nir_ssa_def *color = txf_func(&b, device, tex_pos, is_3d, is_multisampled); in build_nir_copy_fragment_shader_depth()
[all …]
H A Dradv_meta_blit.c129 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader() local
147 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader()
154 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader()
187 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_depth() local
205 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_depth()
212 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_depth()
245 nir_ssa_def *const tex_pos = in build_nir_copy_fragment_shader_stencil() local
263 tex->src[0].src = nir_src_for_ssa(tex_pos); in build_nir_copy_fragment_shader_stencil()
270 tex->coord_components = tex_pos->num_components; in build_nir_copy_fragment_shader_stencil()
/dports/emulators/dolphin-emu/dolphin-3152428/Data/Sys/Shaders/
H A Dasciiart.glsl32 float2 tex_pos = char_pos*char_dim + float2(x,y) + 0.5;
33 float4 tex = SampleLocation(tex_pos * GetInvResolution());

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