Lines Matching refs:lod
359 static inline Vec4 sample (const tcu::Texture2D& tex, const Vec2& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), coord.y(), lod); }
360 static inline Vec4 sample (const tcu::TextureCube& tex, const Vec3& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), coord.y(), coord.z(), lod); }
363 void computeReference (const typename TexTypeTcuClass<TexType>::t& texture, float lod, const tcu::Sampler& sampler, const PosTexCoordQuadGrid<TexType>& grid, tcu::Surface& dst, const Rect& dstRegion)
374 quadColors[ndx] = sample(texture, coord, lod, sampler);
405 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
406 void renderCell (int textureNdx, float lod, const Grid& grid) const;
407 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
605 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
606 const bool useSafeTexCoords = isLevelNearest(lod > 0.0f ? m_minFilter : m_magFilter);
611 renderCell (rend.textureNdx, lod, grid);
612 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
633 void Vertex2DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
662 glUniform1f(lodLoc, lod);
680 void Vertex2DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
682 setupShaderInputs(textureNdx, lod, grid);
686 void Vertex2DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
688 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_minFilter, m_magFilter), grid, dst, dstRegion);
708 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
709 void renderCell (int textureNdx, float lod, const Grid& grid) const;
710 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
942 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
943 const bool useSafeTexCoords = isLevelNearest(lod > 0.0f ? m_minFilter : m_magFilter);
948 renderCell (rend.textureNdx, lod, grid);
949 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
970 void VertexCubeTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
999 glUniform1f(lodLoc, lod);
1017 void VertexCubeTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1019 setupShaderInputs(textureNdx, lod, grid);
1024 void VertexCubeTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1028 computeReference(m_textures[textureNdx]->getRefTexture(), lod, sampler, grid, dst, dstRegion);