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Functions1,941 in github.com/aras-p/glsl-optimizer

↓ 1 callersMethodprocess
src/glsl/link_uniforms.cpp:59
↓ 1 callersFunctionprocess_array_size
* Evaluate the given exec_node (which should be an ast_node representing * a single array dimension) and return its integer value. */
src/glsl/ast_to_hir.cpp:1886
↓ 1 callersFunctionprocess_assignment
* Adds an entry to the available copy list if it's a plain assignment * of a variable to a variable. */
src/glsl/opt_dead_code_local.cpp:163
↓ 1 callersFunctionprocess_initializer
* Generate the IR for an initializer in a variable declaration */
src/glsl/ast_to_hir.cpp:2995
↓ 1 callersFunctionprocess_vec_mat_constructor
src/glsl/ast_function.cpp:723
↓ 1 callersMethodqualifiers_match
src/glsl/ir.cpp:1762
↓ 1 callersFunctionralloc_autofree_context
src/util/ralloc.c:294
↓ 1 callersFunctionralloc_set_destructor
src/util/ralloc.c:304
↓ 1 callersFunctionralloc_strndup
src/util/ralloc.c:327
↓ 1 callersFunctionrange_intersection
Returns a range so that lower limit is the larger of the two lower limits, * and higher limit is the smaller of the two higher limits. */
src/glsl/opt_minmax.cpp:250
↓ 1 callersFunctionread_atom
src/glsl/s_expression.cpp:57
↓ 1 callersMethodrecord_reference
* Record the fact that the given loop variable was referenced inside the loop. * * \arg in_assignee is true if the reference was on the LHS of an as
src/glsl/loop_analysis.cpp:49
↓ 1 callersFunctionrelational_result_type
src/glsl/ast_to_hir.cpp:583
↓ 1 callersMethodrelease
src/glsl/builtin_functions.cpp:771
↓ 1 callersMethodrelease
src/node/compiler.cpp:22
↓ 1 callersMethodrelease
src/node/shader.cpp:31
↓ 1 callersFunctionremap_variables
* Remap variables referenced in an instruction tree * * This is used when instruction trees are cloned from one shader and placed in * another. Th
src/glsl/linker.cpp:1005
↓ 1 callersFunctionremove_line_continuations
Remove any line continuation characters in the shader, (whether in * preprocessing directives or in GLSL code). */
src/glsl/glcpp/pp.c:112
↓ 1 callersFunctionreserve_explicit_locations
* Initializes explicit location slots to INACTIVE_UNIFORM_EXPLICIT_LOCATION * for a variable, checks for overlaps between other uniforms using explic
src/glsl/linker.cpp:2375
↓ 1 callersFunctionrsq
src/glsl/ir_builder.cpp:307
↓ 1 callersMethodrun
src/glsl/lower_named_interface_blocks.cpp:90
↓ 1 callersFunctionrzalloc_array_size
src/util/ralloc.c:190
↓ 1 callersFunctionrzalloc_size
src/util/ralloc.c:131
↓ 1 callersMethodsampler_index
src/glsl/glsl_types.cpp:200
↓ 1 callersFunctionsaveFile
contrib/glslopt/Main.cpp:56
↓ 1 callersMethodset_and_process
src/glsl/link_uniforms.cpp:409
↓ 1 callersMethodset_num_state_slots
src/glsl/ir.h:557
↓ 1 callersFunctionset_sampler_binding
src/glsl/link_uniform_initializers.cpp:97
↓ 1 callersFunctionset_shader_inout_layout
src/glsl/glsl_parser_extras.cpp:1374
↓ 1 callersFunctionset_uniform_initializer
src/glsl/link_uniform_initializers.cpp:157
↓ 1 callersFunctionsin
src/glsl/ir_builder.cpp:289
↓ 1 callersFunctionsingle_channel_write_mask
* Returns whether the write mask is a single channel. */
src/glsl/opt_vectorize.cpp:214
↓ 1 callersMethodstorage_type_needs_lowering
src/glsl/lower_variable_index_to_cond_assign.cpp:356
↓ 1 callersFunctionstore_fragdepth_layout
* Store the gl_FragDepth layout in the gl_shader_program struct. */
src/glsl/linker.cpp:2204
↓ 1 callersMethodstore_locations
* Update the producer and consumer shaders to reflect the locations * assignments that were made by varying_matches::assign_locations(). */
src/glsl/link_varyings.cpp:920
↓ 1 callersFunctionstore_tfeedback_info
* Store transform feedback location assignments into * prog->LinkedTransformFeedback based on the data stored in tfeedback_decls. * * If an error o
src/glsl/link_varyings.cpp:602
↓ 1 callersFunctionterm
contrib/glslopt/Main.cpp:30
↓ 1 callersFunctiontex3d
True if sampler3D exists */
src/glsl/builtin_functions.cpp:361
↓ 1 callersFunctiontree_to_vine
The DSW algorithm generates a degenerate tree (really, a linked list) in * tree_to_vine(). We'd rather not leave a binary expression with only one *
src/glsl/opt_rebalance_tree.cpp:70
↓ 1 callersFunctiontruncf
src/mesa/main/imports.h:130
↓ 1 callersFunctiontry_print_increment
Try to print (X = X + const) as (X += const), mostly to satisfy OpenGL ES 2.0 loop syntax restrictions.
src/glsl/ir_print_glsl_visitor.cpp:1172
↓ 1 callersFunctiontry_print_increment
Try to print (X = X + const) as (X += const), mostly to satisfy OpenGL ES 2.0 loop syntax restrictions.
src/glsl/ir_print_metal_visitor.cpp:1511
↓ 1 callersFunctiontry_replace_with_dot
Recognize (v.x + v.y) + (v.z + v.w) as dot(v, 1.0) */
src/glsl/opt_algebraic.cpp:171
↓ 1 callersFunctiontry_tree_grafting
src/glsl/opt_tree_grafting.cpp:324
↓ 1 callersMethodtry_vectorize
* Attempt to vectorize the previously saved assignments, and clear them from * consideration. * * If the assignments are able to be combined, it mo
src/glsl/opt_vectorize.cpp:177
↓ 1 callersFunctionunsafe_free
src/util/ralloc.c:240
↓ 1 callersFunctionupdate_array_sizes
* Update the sizes of linked shader uniform arrays to the maximum * array index used. * * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
src/glsl/linker.cpp:1790
↓ 1 callersFunctionupdate_max_array_access
* If \c ir is a reference to an array for which we are tracking the max array * element accessed, track that the given element has been accessed. *
src/glsl/ast_array_index.cpp:51
↓ 1 callersMethoduses_end_primitive
src/glsl/linker.cpp:336
↓ 1 callersMethoduses_streams
src/glsl/linker.cpp:331
↓ 1 callersFunctionv130
src/glsl/builtin_functions.cpp:119
↓ 1 callersFunctionvalidate_binding_qualifier
src/glsl/ast_to_hir.cpp:2090
↓ 1 callersFunctionvalidate_explicit_location
src/glsl/ast_to_hir.cpp:2206
↓ 1 callersFunctionvalidate_fragment_shader_executable
* Verify that a fragment shader executable meets all semantic requirements * * \param shader Fragment shader executable to be verified */
src/glsl/linker.cpp:591
↓ 1 callersFunctionvalidate_geometry_shader_emissions
* Check if geometry shaders emit to non-zero streams and do corresponding * validations. */
src/glsl/linker.cpp:636
↓ 1 callersFunctionvalidate_geometry_shader_executable
* Verify that a geometry shader executable meets all semantic requirements * * Also sets prog->Geom.VerticesIn, prog->Geom.UsesClipDistance, and *
src/glsl/linker.cpp:618
↓ 1 callersFunctionvalidate_interstage_inout_blocks
src/glsl/link_interface_blocks.cpp:310
↓ 1 callersFunctionvalidate_interstage_uniform_blocks
src/glsl/link_interface_blocks.cpp:351
↓ 1 callersFunctionvalidate_intrastage_interface_blocks
src/glsl/link_interface_blocks.cpp:249
↓ 1 callersFunctionvalidate_vertex_shader_executable
* Verify that a vertex shader executable meets all semantic requirements. * * Also sets prog->Vert.UsesClipDistance and prog->Vert.ClipDistanceArray
src/glsl/linker.cpp:532
↓ 1 callersMethodvalue
src/glsl/s_expression.h:99
↓ 1 callersFunctionvasprintf_rewrite_tail
src/glsl/ir_print_glsl_visitor.h:77
↓ 1 callersFunctionverify_image_parameter
src/glsl/ast_function.cpp:145
↓ 1 callersFunctionverify_parameter_modes
* Verify that 'out' and 'inout' actual parameters are lvalues. Also, verify * that 'const_in' formal parameters (an extension in our IR) correspond
src/glsl/ast_function.cpp:202
↓ 1 callersFunctionvine_to_tree
src/glsl/opt_rebalance_tree.cpp:115
↓ 1 callersFunctionvisit_exec_list
src/glsl/ir.cpp:1829
↓ 1 callersMethodvisit_general
src/glsl/loop_analysis.cpp:655
↓ 1 callersFunctionwrite_mask_matches_swizzle
* Returns whether a single-channeled write mask matches a swizzle. */
src/glsl/opt_vectorize.cpp:238
↓ 1 callersFunctionyy_pop_state
src/glsl/glcpp/glcpp-lex.c:2483
↓ 1 callersFunctionyy_push_state
src/glsl/glcpp/glcpp-lex.c:2458
↓ 1 callersFunctionyy_top_state
src/glsl/glcpp/glcpp-lex.c:2492
↓ 1 callersFunctionyy_try_NUL_trans
yy_try_NUL_trans - try to make a transition on the NUL character * * synopsis * next_state = yy_try_NUL_trans( current_state ); */
src/glsl/glsl_lexer.cpp:3245
↓ 1 callersFunctionyy_try_NUL_trans
yy_try_NUL_trans - try to make a transition on the NUL character * * synopsis * next_state = yy_try_NUL_trans( current_state ); */
src/glsl/glcpp/glcpp-lex.c:1964
FunctionCOPY_4FV
Copy a 4-element float vector */
src/mesa/main/macros.h:274
FunctionCOPY_4UBV
Copy a 4-element unsigned byte vector */
src/mesa/main/macros.h:262
FunctionCOPY_CLEAN_4V_TYPE_AS_FLOAT
Copy \p sz elements into a homegeneous (4-element) vector, giving * default values to the remaining components. * The default values are chosen base
src/mesa/main/macros.h:618
FunctionCPU_TO_LE32
src/mesa/main/compiler.h:154
FunctionCROSS3
Cross product of two 3-element vectors */
src/mesa/main/macros.h:729
MethodCompiler
src/node/compiler.cpp:8
FunctionDIFFERENT_SIGNS
Test two floats have opposite signs */
src/mesa/main/macros.h:799
FunctionDOT4
src/mesa/main/macros.h:751
FunctionDeleteFile
tests/glsl_optimizer_tests.cpp:413
FunctionDeleteShader
src/glsl/glsl_optimizer.cpp:19
FunctionFLT_AS_UINT
src/mesa/main/macros.h:183
FunctionF_TO_I
* Convert float to int using a fast method. The rounding mode may vary. */
src/mesa/main/imports.h:260
FunctionICEIL
Return (as an integer) ceiling of float */
src/mesa/main/imports.h:314
FunctionIFLOOR
Return (as an integer) floor of float */
src/mesa/main/imports.h:282
FunctionINTERP_3F
src/mesa/main/macros.h:650
FunctionINTERP_4F
src/mesa/main/macros.h:658
FunctionIROUND_POS
* Convert positive float to int by rounding to nearest integer. */
src/mesa/main/imports.h:247
FunctionInitAll
src/node/binding.cpp:9
FunctionLEN_2FV
src/mesa/main/macros.h:777
FunctionLEN_3FV
src/mesa/main/macros.h:771
FunctionLOG2
*** LOG2: Log base 2 of float ***/
src/mesa/main/imports.h:164
FunctionNAN_METHOD
src/node/compiler.cpp:34
FunctionNAN_METHOD
src/node/shader.cpp:64
MethodNAN_MODULE_INIT
src/node/compiler.h:10
MethodNAN_MODULE_INIT
src/node/shader.h:13
FunctionNORMALIZE_3FV
Normalize a 3-element vector to unit length. */
src/mesa/main/macros.h:785
FunctionS_FIXED
* Convert a floating point value to an signed fixed point value. * * \param frac_bits The number of bits used to store the fractional part. */
src/mesa/main/macros.h:207
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