Lines Matching refs:lod
454 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); }
455 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); }
456 static inline Vec4 sample (const tcu::Texture2DArray& tex, const Vec3& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), coord.y(), coord.z(), lod); }
457 static inline Vec4 sample (const tcu::Texture3D& tex, const Vec3& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), coord.y(), coord.z(), lod); }
460 void computeReference (const typename TexTypeTcuClass<TexType>::t& texture, float lod, const tcu::Sampler& sampler, const PosTexCoordQuadGrid<TexType>& grid, tcu::Surface& dst, const Rect& dstRegion)
471 quadColors[ndx] = sample(texture, coord, lod, sampler);
502 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
503 void renderCell (int textureNdx, float lod, const Grid& grid) const;
504 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
705 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
706 const bool useSafeTexCoords = isLevelNearest(lod > 0.0f ? m_minFilter : m_magFilter);
711 renderCell (rend.textureNdx, lod, grid);
712 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
733 void Vertex2DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
762 glUniform1f(lodLoc, lod);
780 void Vertex2DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
782 setupShaderInputs(textureNdx, lod, grid);
786 void Vertex2DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
788 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_minFilter, m_magFilter), grid, dst, dstRegion);
808 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
809 void renderCell (int textureNdx, float lod, const Grid& grid) const;
810 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
1040 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
1041 const bool useSafeTexCoords = isLevelNearest(lod > 0.0f ? m_minFilter : m_magFilter);
1046 renderCell (rend.textureNdx, lod, grid);
1047 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
1068 void VertexCubeTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
1097 glUniform1f(lodLoc, lod);
1115 void VertexCubeTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1117 setupShaderInputs(textureNdx, lod, grid);
1122 void VertexCubeTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1126 computeReference(m_textures[textureNdx]->getRefTexture(), lod, sampler, grid, dst, dstRegion);
1146 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
1147 void renderCell (int textureNdx, float lod, const Grid& grid) const;
1148 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
1380 const float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx);
1381 const bool useSafeTexCoords = isLevelNearest(lod > 0.0f ? m_minFilter : m_magFilter);
1386 renderCell (rend.textureNdx, lod, grid);
1387 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
1408 void Vertex2DArrayTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
1437 glUniform1f(lodLoc, lod);
1455 void Vertex2DArrayTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1457 setupShaderInputs(textureNdx, lod, grid);
1462 void Vertex2DArrayTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1464 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_minFilter, m_magFilter), grid, dst, dstRegion);
1484 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
1485 void renderCell (int textureNdx, float lod, const Grid& grid) const;
1486 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
1723 const float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx);
1724 const bool useSafeTexCoords = isLevelNearest(lod > 0.0f ? m_minFilter : m_magFilter);
1729 renderCell (rend.textureNdx, lod, grid);
1730 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
1751 void Vertex3DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
1780 glUniform1f(lodLoc, lod);
1799 void Vertex3DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1801 setupShaderInputs(textureNdx, lod, grid);
1806 void Vertex3DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1808 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_wrapR, m_minFilter, m_magFilter), grid, dst, dstRegion);