/dports/devel/godot/godot-3.2.3-stable/scene/resources/ |
H A D | dynamic_font.cpp | 502 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 D | dynamic_font.cpp | 502 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 D | radv_meta_blit2d.c | 483 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 D | radv_meta_blit.c | 95 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 D | radv_meta_blit2d.c | 483 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 D | radv_meta_blit.c | 95 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 D | radv_meta_blit2d.c | 483 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 D | radv_meta_blit.c | 95 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 D | radv_meta_blit2d.c | 483 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 D | radv_meta_blit.c | 95 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 D | radv_meta_blit2d.c | 483 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 D | radv_meta_blit.c | 95 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 D | radv_meta_blit2d.c | 483 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 D | radv_meta_blit.c | 95 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 D | radv_meta_blit2d.c | 483 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 D | radv_meta_blit.c | 95 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 D | radv_meta_blit2d.c | 483 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 D | radv_meta_blit.c | 95 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 D | radv_meta_blit2d.c | 483 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 D | radv_meta_blit.c | 95 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 D | radv_meta_blit2d.c | 483 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 D | radv_meta_blit.c | 94 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 D | radv_meta_blit2d.c | 513 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 D | radv_meta_blit.c | 129 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 D | asciiart.glsl | 32 float2 tex_pos = char_pos*char_dim + float2(x,y) + 0.5; 33 float4 tex = SampleLocation(tex_pos * GetInvResolution());
|