Lines Matching refs:lod
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
2613 Vec4 sampleLevelArray3D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, ImageViewMinLodParams* minLodParams)
2615 return sampleLevelArray3DOffset(levels, numLevels, sampler, s, t, r, lod, IVec3(0, 0, 0), minLodParams);
2618 Vec4 sampleLevelArray1DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float lod, const IVec2& offset)
2620 bool magnified = lod <= sampler.lodThreshold;
2632 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
2642 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
2645 float f = deFloatFrac(lod);
2658 Vec4 sampleLevelArray2DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float lod, const IVec3& offset, bool es2, ImageViewMinLodParams* minLodParams)
2667 magnified = lod <= 0.5;
2669 magnified = lod <= sampler.lodThreshold;
2674 if (lod < deFloatFloor(minLodRelative) || lod >= (float)numLevels)
2707 lod = de::max(lod, minLodRelative);
2710 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
2730 lod = de::max(lod, minLodRelative);
2733 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
2745 float f = deFloatFrac(lod);
2758 Vec4 sampleLevelArray3DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset, ImageViewMinLodParams* minLodParams)
2763 bool magnified = lod <= sampler.lodThreshold;
2769 if (lod < deFloatFloor(minLodRelative) || lod >= (float)numLevels)
2799 lod = de::max(lod, minLodRelative);
2802 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
2812 lod = de::max(lod, minLodRelative);
2815 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
2818 float f = deFloatFrac(lod);
2831 float sampleLevelArray1DCompare (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float lod, const IVec2& offset)
2833 bool magnified = lod <= sampler.lodThreshold;
2845 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
2855 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
2858 float f = deFloatFrac(lod);
2871 float sampleLevelArray2DCompare (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float t, float lod, const IVec3& offset)
2873 bool magnified = lod <= sampler.lodThreshold;
2885 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
2895 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
2898 float f = deFloatFrac(lod);
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)
3207 bool magnified = lod <= sampler.lodThreshold;
3213 if (lod < deFloatFloor(minLodRelative) || lod >= (float)(numLevels - 1))
3267 lod = de::max(lod, minLodRelative);
3270 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
3291 lod = de::max(lod, minLodRelative);
3294 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
3297 float f = deFloatFrac(lod);
3420 static float sampleLevelArrayCubeSeamlessCompare (const ConstPixelBufferAccess* const (&faces)[CUBEFACE_LAST], int numLevels, CubeFace face, const Sampler& sampler, float ref, float s, float t, float lod)
3422 bool magnified = lod <= sampler.lodThreshold;
3443 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
3464 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
3467 float f = deFloatFrac(lod);
3511 static Vec4 sampleCubeArraySeamless (const ConstPixelBufferAccess* const levels, int numLevels, int slice, CubeFace face, const Sampler& sampler, float s, float t, float lod)
3514 const bool magnified = lod <= sampler.lodThreshold;
3535 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
3556 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
3559 float f = deFloatFrac(lod);
3593 static float sampleCubeArraySeamlessCompare (const ConstPixelBufferAccess* const levels, int numLevels, int slice, CubeFace face, const Sampler& sampler, float ref, float s, float t, float lod)
3596 const bool magnified = lod <= sampler.lodThreshold;
3617 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
3638 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
3641 float f = deFloatFrac(lod);
3887 tcu::Vec4 TextureCubeView::sample (const Sampler& sampler, float s, float t, float r, float lod) const
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);
3899 float TextureCubeView::sampleCompare (const Sampler& sampler, float ref, float s, float t, float r, float lod) const
3906 return sampleLevelArrayCubeSeamlessCompare(m_levels, m_numLevels, coords.face, sampler, ref, coords.s, coords.t, lod);
3908 return sampleLevelArray2DCompare(m_levels[coords.face], m_numLevels, sampler, ref, coords.s, coords.t, lod, IVec3(0, 0, 0));
4082 Vec4 Texture1DArrayView::sample (const Sampler& sampler, float s, float t, float lod) const
4084 return sampleLevelArray1D(m_levels, m_numLevels, sampler, s, selectLayer(t), lod);
4087 Vec4 Texture1DArrayView::sampleOffset (const Sampler& sampler, float s, float t, float lod, deInt32 offset) const
4089 return sampleLevelArray1DOffset(m_levels, m_numLevels, sampler, s, lod, IVec2(offset, selectLayer(t)));
4092 float Texture1DArrayView::sampleCompare (const Sampler& sampler, float ref, float s, float t, float lod) const
4094 return sampleLevelArray1DCompare(m_levels, m_numLevels, sampler, ref, s, lod, IVec2(0, selectLayer(t)));
4097 float Texture1DArrayView::sampleCompareOffset (const Sampler& sampler, float ref, float s, float t, float lod, deInt32 offset) const
4099 return sampleLevelArray1DCompare(m_levels, m_numLevels, sampler, ref, s, lod, IVec2(offset, selectLayer(t)));
4116 Vec4 Texture2DArrayView::sample (const Sampler& sampler, float s, float t, float r, float lod) const
4118 return sampleLevelArray2D(m_levels, m_numLevels, sampler, s, t, selectLayer(r), lod);
4121 float Texture2DArrayView::sampleCompare (const Sampler& sampler, float ref, float s, float t, float r, float lod) const
4123 return sampleLevelArray2DCompare(m_levels, m_numLevels, sampler, ref, s, t, lod, IVec3(0, 0, selectLayer(r)));
4126 Vec4 Texture2DArrayView::sampleOffset (const Sampler& sampler, float s, float t, float r, float lod, const IVec2& offset) const
4128 return sampleLevelArray2DOffset(m_levels, m_numLevels, sampler, s, t, lod, IVec3(offset.x(), offset.y(), selectLayer(r)));
4131 float Texture2DArrayView::sampleCompareOffset (const Sampler& sampler, float ref, float s, float t, float r, float lod, const IVec2& offset) const
4133 return sampleLevelArray2DCompare(m_levels, m_numLevels, sampler, ref, s, t, lod, IVec3(offset.x(), offset.y(), selectLayer(r)));
4316 tcu::Vec4 TextureCubeArrayView::sample (const Sampler& sampler, float s, float t, float r, float q, float lod) const
4325 return sampleCubeArraySeamless(m_levels, m_numLevels, layer, coords.face, sampler, coords.s, coords.t, lod);
4327 return sampleLevelArray2D(m_levels, m_numLevels, sampler, coords.s, coords.t, faceDepth, lod);
4330 float TextureCubeArrayView::sampleCompare (const Sampler& sampler, float ref, float s, float t, float r, float q, float lod) const
4339 return sampleCubeArraySeamlessCompare(m_levels, m_numLevels, layer, coords.face, sampler, ref, coords.s, coords.t, lod);
4341 return sampleLevelArray2DCompare(m_levels, m_numLevels, sampler, ref, coords.s, coords.t, lod, IVec3(0, 0, faceDepth));