Lines Matching defs:depth
985 ConstPixelBufferAccess::ConstPixelBufferAccess (const TextureFormat& format, int width, int height, int depth, const void* data)
987 , m_size (width, height, depth)
1005 ConstPixelBufferAccess::ConstPixelBufferAccess (const TextureFormat& format, int width, int height, int depth, int rowPitch, int slicePitch, const void* data)
1007 , m_size (width, height, depth)
1046 PixelBufferAccess::PixelBufferAccess (const TextureFormat& format, int width, int height, int depth, void* data)
1047 : ConstPixelBufferAccess(format, width, height, depth, data)
1056 PixelBufferAccess::PixelBufferAccess (const TextureFormat& format, int width, int height, int depth, int rowPitch, int slicePitch, void* data)
1057 : ConstPixelBufferAccess(format, width, height, depth, rowPitch, slicePitch, data)
1488 DE_ASSERT(m_format.order == TextureFormat::D); // no other combined depth stencil types
1518 DE_ASSERT(m_format.order == TextureFormat::S); // no other combined depth stencil types
1786 void PixelBufferAccess::setPixDepth (float depth, int x, int y, int z) const
1798 writeUint32High16(pixelPtr, convertSatRte<deUint16>(depth * 65535.0f));
1803 writeUint32High24(pixelPtr, convertSatRteUint24(depth * 16777215.0f));
1808 writeUint32Low24(pixelPtr, convertSatRteUint24(depth * 16777215.0f));
1813 *((float*)pixelPtr) = depth;
1817 DE_ASSERT(m_format.order == TextureFormat::D); // no other combined depth stencil types
1818 floatToChannel(pixelPtr, depth, m_format.type);
1850 DE_ASSERT(m_format.order == TextureFormat::S); // no other combined depth stencil types
2063 int depth = access.getDepth();
2072 (sampler.wrapR == Sampler::CLAMP_TO_BORDER && !deInBounds32(z, 0, depth)))
2077 int k = wrap(sampler.wrapR, z, depth);
2303 int depth = access.getDepth();
2316 int k0 = wrap(sampler.wrapR, z0, depth);
2317 int k1 = wrap(sampler.wrapR, z1, depth);
2327 bool k0UseBorder = sampler.wrapR == Sampler::CLAMP_TO_BORDER && !de::inBounds(k0, 0, depth);
2328 bool k1UseBorder = sampler.wrapR == Sampler::CLAMP_TO_BORDER && !de::inBounds(k1, 0, depth);
2355 int depth = access.getDepth();
2377 k[o] = wrap(sampler.wrapR, k[o], depth);
2385 kUseBorder[o] = sampler.wrapR == Sampler::CLAMP_TO_BORDER && !de::inBounds(k[o], 0, depth);
2423 Vec4 ConstPixelBufferAccess::sample2D (const Sampler& sampler, Sampler::FilterMode filter, float s, float t, int depth) const
2426 DE_ASSERT(de::inBounds(depth, 0, m_size.z()));
2428 return sample2DOffset(sampler, filter, s, t, tcu::IVec3(0, 0, depth));
2577 TextureLevel::TextureLevel (const TextureFormat& format, int width, int height, int depth)
2581 setSize(width, height, depth);
2588 void TextureLevel::setStorage (const TextureFormat& format, int width, int height, int depth)
2591 setSize(width, height, depth);
2594 void TextureLevel::setSize (int width, int height, int depth)
2598 m_size = IVec3(width, height, depth);
2603 Vec4 sampleLevelArray1D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, int depth, float lod)
2605 return sampleLevelArray1DOffset(levels, numLevels, sampler, s, lod, IVec2(0, depth)); // y-offset in 1D textures is layer selector
2608 Vec4 sampleLevelArray2D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, int depth, float lod, bool es2, ImageViewMinLodParams* minLodParams)
2610 return sampleLevelArray2DOffset(levels, numLevels, sampler, s, t, lod, IVec3(0, 0, depth), es2, minLodParams); // z-offset in 2D textures is layer selector
2911 static Vec4 fetchGatherArray2DOffsets (const ConstPixelBufferAccess& src, const Sampler& sampler, float s, float t, int depth, int componentNdx, const IVec2 (&offsets)[4])
2931 pixel = lookup(src, sampleX, sampleY, depth);
2941 Vec4 gatherArray2DOffsets (const ConstPixelBufferAccess& src, const Sampler& sampler, float s, float t, int depth, int componentNdx, const IVec2 (&offsets)[4])
2946 return fetchGatherArray2DOffsets(src, sampler, s, t, depth, componentNdx, offsets);
2949 Vec4 gatherArray2DOffsetsCompare (const ConstPixelBufferAccess& src, const Sampler& sampler, float ref, float s, float t, int depth, const IVec2 (&offsets)[4])
2956 const Vec4 gathered = fetchGatherArray2DOffsets(src, sampler, s, t, depth, 0 /* component 0: depth */, offsets);
2965 static Vec4 sampleCubeSeamlessNearest (const ConstPixelBufferAccess& faceAccess, const Sampler& sampler, float s, float t, int depth)
2970 return faceAccess.sample2D(clampingSampler, Sampler::NEAREST, s, t, depth);
3112 static void getCubeLinearSamples (const ConstPixelBufferAccess (&faceAccesses)[CUBEFACE_LAST], CubeFace baseFace, float u, float v, int depth, Vec4 (&dst)[4])
3137 sampleColors[i] = lookup(faceAccesses[coords.face], coords.s, coords.t, depth);
3171 static Vec4 sampleCubeSeamlessLinear (const ConstPixelBufferAccess (&faceAccesses)[CUBEFACE_LAST], CubeFace baseFace, const Sampler& sampler, float s, float t, int depth)
3189 getCubeLinearSamples(faceAccesses, baseFace, u, v, depth, sampleColors);
3202 static Vec4 sampleLevelArrayCubeSeamless (const ConstPixelBufferAccess* const (&faces)[CUBEFACE_LAST], int numLevels, CubeFace face, const Sampler& sampler, float s, float t, int depth, float lod, ImageViewMinLodParams* minLodParams)
3227 tcu::Vec4 t0 = sampleCubeSeamlessNearest(faces[face][level0], sampler, s, t, depth);
3234 tcu::Vec4 t1 = sampleCubeSeamlessNearest(faces[face][level1], sampler, s, t, depth);
3246 Vec4 result = sampleCubeSeamlessLinear(faceAccesses, face, sampler, s, t, depth);
3258 result += sampleCubeSeamlessLinear(faceAccesses, face, sampler, s, t, depth) * deFloatFrac(minLodRelative);
3274 return sampleCubeSeamlessNearest(faces[face][level], sampler, s, t, depth);
3283 return sampleCubeSeamlessLinear(faceAccesses, face, sampler, s, t, depth);
3303 t0 = sampleCubeSeamlessNearest(faces[face][level0], sampler, s, t, depth);
3304 t1 = sampleCubeSeamlessNearest(faces[face][level1], sampler, s, t, depth);
3318 t0 = sampleCubeSeamlessLinear(faceAccesses0, face, sampler, s, t, depth);
3319 t1 = sampleCubeSeamlessLinear(faceAccesses1, face, sampler, s, t, depth);
3331 static float sampleCubeSeamlessNearestCompare (const ConstPixelBufferAccess& faceAccess, const Sampler& sampler, float ref, float s, float t, int depth = 0)
3336 return faceAccess.sample2DCompare(clampingSampler, Sampler::NEAREST, ref, s, t, IVec3(0, 0, depth));
3506 const int depth = (slice * 6) + getCubeArrayFaceIndex(face);
3508 return getSubregion(level, 0, 0, depth, level.getWidth(), level.getHeight(), 1);
3685 inline int computeMipPyramidLevels (int width, int height, int depth)
3687 return deLog2Floor32(de::max(width, de::max(height, depth)))+1;
3750 void TextureLevelPyramid::allocLevel (int levelNdx, int width, int height, int depth)
3752 const int size = m_format.getPixelSize()*width*height*depth;
3757 m_access[levelNdx] = PixelBufferAccess(m_format, width, height, depth, m_data[levelNdx].getPtr());
3894 return sampleLevelArrayCubeSeamless(m_levels, m_numLevels, coords.face, sampler, coords.s, coords.t, 0 /* depth */, lod, m_minLodParams);
3896 return sampleLevelArray2D(m_levels[coords.face], m_numLevels, sampler, coords.s, coords.t, 0 /* depth */, lod, m_es2, m_minLodParams);
3951 const Vec4 gathered = gather(noCompareSampler, s, t, r, 0 /* component 0: depth */);
4252 Texture3D::Texture3D (const TextureFormat& format, int width, int height, int depth)
4253 : TextureLevelPyramid (format, computeMipPyramidLevels(width, height, depth))
4256 , m_depth (depth)
4295 const int depth = getMipPyramidLevelSize(m_depth, levelNdx);
4297 TextureLevelPyramid::allocLevel(levelNdx, width, height, depth);
4346 TextureCubeArray::TextureCubeArray (const TextureFormat& format, int size, int depth)
4349 , m_depth (depth)