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Searched refs:lod (Results 1 - 25 of 165) sorted by relevance

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/third_party/vk-gl-cts/framework/common/
H A DtcuTexture.hpp265 float lodThreshold; // lod <= lodThreshold ? magnified : minified
483 IMAGEVIEWMINLODMODE_PREFERRED, //!< use image view min lod as-is
484 IMAGEVIEWMINLODMODE_ALTERNATIVE, //!< use floor of image view min lod, as in 'Image Level(s) Selection' in VK spec (v 1.3.206)
500 Vec4 sampleLevelArray1D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, int level, float lod);
501 Vec4 sampleLevelArray2D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, int depth, float lod, bool es2 = false, ImageViewMinLodParams *minLodParams = DE_NULL);
502 Vec4 sampleLevelArray3D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, ImageViewMinLodParams *minLodParams = DE_NULL);
504 Vec4 sampleLevelArray1DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float lod, const IVec2& offset);
505 Vec4 sampleLevelArray2DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float lod, const IVec3& offset, bool es2 = false, ImageViewMinLodParams *minLodParams = DE_NULL);
506 Vec4 sampleLevelArray3DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset, ImageViewMinLodParams *minLodParams = DE_NULL);
508 float sampleLevelArray1DCompare (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float lod, cons
594 sampleOffset(const Sampler& sampler, float s, float t, float lod, const IVec2& offset) const sampleOffset() argument
604 sampleCompareOffset(const Sampler& sampler, float ref, float s, float t, float lod, const IVec2& offset) const sampleCompareOffset() argument
700 sampleOffset(const Sampler& sampler, float s, float t, float lod, const IVec2& offset) const sampleOffset() argument
710 sampleCompareOffset(const Sampler& sampler, float ref, float s, float t, float lod, const IVec2& offset) const sampleCompareOffset() argument
855 sampleOffset(const Sampler& sampler, float s, float lod, deInt32 offset) const sampleOffset() argument
865 sampleCompareOffset(const Sampler& sampler, float ref, float s, float lod, deInt32 offset) const sampleCompareOffset() argument
911 sampleOffset(const Sampler& sampler, float s, float lod, deInt32 offset) const sampleOffset() argument
921 sampleCompareOffset(const Sampler& sampler, float ref, float s, float lod, deInt32 offset) const sampleCompareOffset() argument
996 sampleOffset(const Sampler& sampler, float s, float t, float lod, deInt32 offset) const sampleOffset() argument
1006 sampleCompareOffset(const Sampler& sampler, float ref, float s, float t, float lod, deInt32 offset) const sampleCompareOffset() argument
1090 sampleOffset(const Sampler& sampler, float s, float t, float r, float lod, const IVec2& offset) const sampleOffset() argument
1100 sampleCompareOffset(const Sampler& sampler, float ref, float s, float t, float r, float lod, const IVec2& offset) const sampleCompareOffset() argument
1149 sampleOffset(const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset) const sampleOffset() argument
1195 sampleOffset(const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset) const sampleOffset() argument
1272 sampleOffset(const Sampler& sampler, float s, float t, float r, float q, float lod, const IVec2& offset) const sampleOffset() argument
1282 sampleCompareOffset(const Sampler& sampler, float ref, float s, float t, float r, float q, float lod, const IVec2& offset) const sampleCompareOffset() argument
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H A DtcuTexture.cpp2603 Vec4 sampleLevelArray1D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, int depth, float lod) in sampleLevelArray1D() argument
2605 return sampleLevelArray1DOffset(levels, numLevels, sampler, s, lod, IVec2(0, depth)); // y-offset in 1D textures is layer selector in sampleLevelArray1D()
2608 Vec4 sampleLevelArray2D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, int depth, float lod, bool es2, ImageViewMinLodParams* minLodParams) in sampleLevelArray2D() argument
2610 return sampleLevelArray2DOffset(levels, numLevels, sampler, s, t, lod, IVec3(0, 0, depth), es2, minLodParams); // z-offset in 2D textures is layer selector in sampleLevelArray2D()
2613 Vec4 sampleLevelArray3D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, ImageViewMinLodParams* minLodParams) in sampleLevelArray3D() argument
2615 return sampleLevelArray3DOffset(levels, numLevels, sampler, s, t, r, lod, IVec3(0, 0, 0), minLodParams); in sampleLevelArray3D()
2618 Vec4 sampleLevelArray1DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float lod, const IVec2& offset) in sampleLevelArray1DOffset() argument
2620 bool magnified = lod <= sampler.lodThreshold; in sampleLevelArray1DOffset()
2632 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel); in sampleLevelArray1DOffset()
2642 int level0 = deClamp32((int)deFloatFloor(lod), in sampleLevelArray1DOffset()
2658 sampleLevelArray2DOffset(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float lod, const IVec3& offset, bool es2, ImageViewMinLodParams* minLodParams) sampleLevelArray2DOffset() argument
2758 sampleLevelArray3DOffset(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset, ImageViewMinLodParams* minLodParams) sampleLevelArray3DOffset() argument
2831 sampleLevelArray1DCompare(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float lod, const IVec2& offset) sampleLevelArray1DCompare() argument
2871 sampleLevelArray2DCompare(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float t, float lod, const IVec3& offset) sampleLevelArray2DCompare() argument
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/third_party/skia/third_party/externals/swiftshader/src/Shader/
H A DSamplerCore.hpp55 static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod);
62 Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
63 Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
64 Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
65 Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
66 Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
67 Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
68 Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function);
69 Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function);
70 Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, In
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H A DSamplerCore.cpp100 Float lod; in sampleTexture() local
109 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function); in sampleTexture()
115 computeLodCube(texture, lod, u, v, w, bias.x, dsx, dsy, M, function); in sampleTexture()
120 computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function); in sampleTexture()
125 c = sampleFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, function); in sampleTexture()
129 Vector4f cf = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function); in sampleTexture()
309 Float lod; in sampleTexture() local
318 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function); in sampleTexture()
324 computeLodCube(texture, lod, u, v, w, bias.x, dsx, dsy, M, function); in sampleTexture()
329 computeLod3D(texture, lod, uuu in sampleTexture()
502 textureSize(Pointer<Byte> &texture, Float4 &lod) textureSize() argument
530 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod) offsetSample() argument
567 sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function) sampleFilter() argument
668 sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function) sampleAniso() argument
728 sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function) sampleQuad() argument
740 sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function) sampleQuad2D() argument
935 sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function) sample3D() argument
1060 sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], SamplerFunction function) sampleFloatFilter() argument
1140 sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerFunction function) sampleFloatAniso() argument
1198 sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function) sampleFloat() argument
1210 sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function) sampleFloat2D() argument
1279 sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function) sampleFloat3D() argument
1363 log2sqrt(Float lod) log2sqrt() argument
1373 log2(Float lod) log2() argument
1382 computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function) computeLod() argument
1453 computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, SamplerFunction function) computeLodCube() argument
1519 computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function) computeLod3D() argument
2235 selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD) selectMipmap() argument
2276 computeFilterOffset(Float &lod) computeFilterOffset() argument
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H A DVertexProgram.hpp116 void TEXLOD(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod);
117 void TEXLODOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod);
118 void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src&, Float4 &lod);
119 void TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src, const Src&, Vector4f &offset, Float4 &lod);
122 void TEXSIZE(Vector4f &dst, Float4 &lod, const Src&);
124 Vector4f sampleTexture(const Src &s, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
125 Vector4f sampleTexture(int sampler, Vector4f &uvwq, Float4 &lod, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function);
H A DPixelProgram.hpp92 void TEXLOD(Vector4f &dst, Vector4f &src0, const Src &src1, Float4 &lod);
94 void TEXSIZE(Vector4f &dst, Float4 &lod, const Src &src1);
98 void TEXLODOFFSET(Vector4f &dst, Vector4f &src0, const Src &src1, Vector4f &offset, Float4 &lod);
99 void TEXELFETCH(Vector4f &dst, Vector4f &src, const Src &, Float4 &lod);
100 void TEXELFETCHOFFSET(Vector4f &dst, Vector4f &src, const Src &, Vector4f &offset, Float4 &lod);
/third_party/skia/third_party/externals/swiftshader/src/Pipeline/
H A DSamplerCore.hpp68 Short4 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
69 Vector4s sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
70 Vector4s sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
71 Vector4s sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
72 Vector4s sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
73 Vector4s sample3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
74 Vector4f sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function);
75 Vector4f sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function);
76 Vector4f sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function);
77 Vector4f sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, boo
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H A DSamplerCore.cpp45 Float lod; in sampleTexture() local
65 lod = state.minLod; in sampleTexture()
71 computeLod1D(texture, lod, u, dsx, dsy, function); in sampleTexture()
75 computeLod2D(texture, lod, anisotropy, uDelta, vDelta, u, v, dsx, dsy, function); in sampleTexture()
79 computeLodCube(texture, lod, uvwa[0], uvwa[1], uvwa[2], dsx, dsy, M, function); in sampleTexture()
83 computeLod3D(texture, lod, u, v, w, dsx, dsy, function); in sampleTexture()
94 lod += bias; in sampleTexture()
100 lod = lodOrBias + state.mipLodBias; in sampleTexture()
105 lod = Float(As<Int>(lodOrBias)); in sampleTexture()
109 lod in sampleTexture()
247 offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod) offsetSample() argument
284 sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function) sampleFilter() argument
353 sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function) sampleAniso() argument
437 sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function) sampleQuad() argument
449 sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function) sampleQuad2D() argument
652 sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function) sample3D() argument
801 sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, SamplerFunction function) sampleFloatFilter() argument
825 sampleFloatAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, bool secondLOD, SamplerFunction function) sampleFloatAniso() argument
883 sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function) sampleFloat() argument
895 sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function) sampleFloat2D() argument
989 sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, SamplerFunction function) sampleFloat3D() argument
1071 log2sqrt(Float lod) log2sqrt() argument
1081 log2(Float lod) log2() argument
1090 computeLod1D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &dsx, Float4 &dsy, SamplerFunction function) computeLod1D() argument
1114 computeLod2D(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, Float4 &dsx, Float4 &dsy, SamplerFunction function) computeLod2D() argument
1162 computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, Float4 &dsx, Float4 &dsy, Float4 &M, SamplerFunction function) computeLodCube() argument
1203 computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, Float4 &dsx, Float4 &dsy, SamplerFunction function) computeLod3D() argument
2138 selectMipmap(const Pointer<Byte> &texture, Pointer<Byte> &mipmap, Pointer<Byte> &buffer, const Float &lod, bool secondLOD) selectMipmap() argument
2166 computeFilterOffset(Float &lod) computeFilterOffset() argument
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/third_party/mesa3d/src/gallium/frontends/nine/
H A Dbasetexture9.c72 This->managed.lod = 0; in NineBaseTexture9_ctor()
118 DWORD old = This->managed.lod; in NineBaseTexture9_SetLOD()
124 This->managed.lod = MIN2(LODNew, This->level_count-1); in NineBaseTexture9_SetLOD()
126 if (This->managed.lod != old && This->bind_count && list_is_empty(&This->list)) in NineBaseTexture9_SetLOD()
137 return This->managed.lod; in NineBaseTexture9_GetLOD()
177 unsigned l, min_level_dirty = This->managed.lod; in NineBaseTexture9_UploadSelf()
185 update_lod = This->managed.lod_resident != This->managed.lod; in NineBaseTexture9_UploadSelf()
195 DBG("updating LOD from %u to %u ...\n", This->managed.lod_resident, This->managed.lod); in NineBaseTexture9_UploadSelf()
218 * corresponds to This->managed.lod). in NineBaseTexture9_UploadSelf()
220 * before This->managed.lod, negativ in NineBaseTexture9_UploadSelf()
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H A Dbasetexture9.h56 DWORD lod; member
120 DBG_FLAG(DBG_BASETEXTURE, "This=%p dirty=%i dirty_mip=%i lod=%u/%u\n", in NineBaseTexture9_Validate()
121 This, This->managed.dirty, This->dirty_mip, This->managed.lod, This->managed.lod_resident); in NineBaseTexture9_Validate()
123 (This->managed.dirty || This->managed.lod != This->managed.lod_resident)) in NineBaseTexture9_Validate()
/third_party/mesa3d/src/microsoft/compiler/
H A Ddxil_nir_lower_int_samplers.c114 nir_ssa_def *lod; member
317 nir_tex_instr_add_src(load, nir_tex_src_lod, nir_src_for_ssa(params->lod)); in load_texel()
333 static nir_ssa_def *lod = NULL; in evalute_active_lod() local
342 lod = tex->src[lod_index].src.ssa; in evalute_active_lod()
356 lod = nir_flog2(b, rho); in evalute_active_lod()
358 lod = dx_get_texture_lod(b, tex); in evalute_active_lod()
362 lod = nir_imm_float(b, 0.0); in evalute_active_lod()
368 * lod' = lambda + CLAMP(bias_texobj + bias_texunit + bias_shader) in evalute_active_lod()
389 lod = nir_fadd(b, lod, nir_fclam in evalute_active_lod()
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/third_party/vk-gl-cts/modules/gles3/functional/
H A Des3fVertexTextureTests.cpp454 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); } in sample() argument
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); } in sample() argument
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); } in sample() argument
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); } in sample() argument
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) in computeReference() argument
471 quadColors[ndx] = sample(texture, coord, lod, sample in computeReference()
705 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx); iterate() local
733 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const setupShaderInputs() argument
780 renderCell(int textureNdx, float lod, const Grid& grid) const renderCell() argument
786 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const computeReferenceCell() argument
1040 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx); iterate() local
1068 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const setupShaderInputs() argument
1115 renderCell(int textureNdx, float lod, const Grid& grid) const renderCell() argument
1122 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const computeReferenceCell() argument
1380 const float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx); iterate() local
1408 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const setupShaderInputs() argument
1455 renderCell(int textureNdx, float lod, const Grid& grid) const renderCell() argument
1462 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const computeReferenceCell() argument
1723 const float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx); iterate() local
1751 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const setupShaderInputs() argument
1799 renderCell(int textureNdx, float lod, const Grid& grid) const renderCell() argument
1806 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const computeReferenceCell() argument
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H A Des3fShaderTextureFunctionTests.cpp220 float lod; member
226 : lod (0.0f) in TexLookupParams()
279 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); } in texture2D() argument
280 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); } in textureCube() argument
281 inline Vec4 texture2DArray (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sample(c.textures[0].sampler, s, t, r, lod); } in texture2DArray() argument
282 inline Vec4 texture3D (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); } in texture3D() argument
284 texture2DShadow(const gls::ShaderEvalContext& c, float ref, float s, float t, float lod) texture2DShadow() argument
285 textureCubeShadow(const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) textureCubeShadow() argument
286 texture2DArrayShadow(const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) texture2DArrayShadow() argument
288 texture2DOffset(const gls::ShaderEvalContext& c, float s, float t, float lod, IVec2 offset) texture2DOffset() argument
289 texture2DArrayOffset(const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec2 offset) texture2DArrayOffset() argument
290 texture3DOffset(const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec3 offset) texture3DOffset() argument
292 texture2DShadowOffset(const gls::ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) texture2DShadowOffset() argument
293 texture2DArrayShadowOffset(const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod, IVec2 offset) texture2DArrayShadowOffset() argument
407 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch2D() local
416 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch2DArray() local
425 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch3D() local
967 int lod; global() member
[all...]
/third_party/vk-gl-cts/modules/gles2/functional/
H A Des2fVertexTextureTests.cpp359 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); } in sample() argument
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); } in sample() argument
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) in computeReference() argument
374 quadColors[ndx] = sample(texture, coord, lod, sampler); in computeReference()
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 in iterate() local
633 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const setupShaderInputs() argument
680 renderCell(int textureNdx, float lod, const Grid& grid) const renderCell() argument
686 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const computeReferenceCell() argument
942 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx); iterate() local
970 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const setupShaderInputs() argument
1017 renderCell(int textureNdx, float lod, const Grid& grid) const renderCell() argument
1024 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const computeReferenceCell() argument
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H A Des2fShaderTextureFunctionTests.cpp164 float lod; member
169 : lod (0.0f) in TexLookupParams()
187 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); } in texture2D() argument
188 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); } in textureCube() argument
191 static void evalTexture2D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod)*p.scale + p.bias; } in evalTexture2D()
192 static void evalTextureCube (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; } in evalTextureCube()
194 static void evalTexture2DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x())*p.scale + p.bias; } in evalTexture2DBias()
195 static void evalTextureCubeBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod in evalTexture2DBias()
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/third_party/vk-gl-cts/framework/randomshaders/
H A DrsgSamplers.hpp49 inline tcu::Vec4 sample (float s, float t, float lod) const in sample()
51 return m_texture->sample(m_sampler, s, t, lod); in sample()
74 inline tcu::Vec4 sample (float s, float t, float r, float lod) const in sample()
76 return m_texture->sample(m_sampler, s, t, r, lod); in sample()
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
H A DTextureTest.cpp539 // Set up program to sample from specific lod level. in initTest()
584 void setLodUniform(uint32_t lod) { glUniform1f(mLodLocation, lod); } in setLodUniform() argument
3929 for (uint32_t lod = 0; lod < kMipCount - base; ++lod) in testPingPongBaseLevel()
3931 setLodUniform(lod); in testPingPongBaseLevel()
3933 EXPECT_PIXEL_COLOR_EQ(0, 0, kMipColors[base + lod]); in testPingPongBaseLevel()
3941 for (uint32_t lod = 0; lod < kMipCoun in testPingPongBaseLevel()
[all...]
/third_party/vk-gl-cts/external/openglcts/modules/glesext/texture_shadow_lod/
H A DesextcTextureShadowLodFunctionsTest.cpp177 float lod; member
182 TexLookupParams(void) : lod(0.0f), offset(0), scale(1.0f), bias(0.0f) in TexLookupParams()
200 inline float texture2DShadow(const ShaderEvalContext& c, float ref, float s, float t, float lod) in texture2DShadow() argument
202 return c.textures[0].tex2D->sampleCompare(c.textures[0].sampler, ref, s, t, lod); in texture2DShadow()
204 inline float texture2DArrayShadow(const ShaderEvalContext& c, float ref, float s, float t, float r, float lod) in texture2DArrayShadow() argument
206 return c.textures[0].tex2DArray->sampleCompare(c.textures[0].sampler, ref, s, t, r, lod); in texture2DArrayShadow()
208 inline float textureCubeShadow(const ShaderEvalContext& c, float ref, float s, float t, float r, float lod) in textureCubeShadow() argument
210 return c.textures[0].texCube->sampleCompare(c.textures[0].sampler, ref, s, t, r, lod); in textureCubeShadow()
213 float lod) in textureCubeArrayShadow()
215 return c.textures[0].texCubeArray->sampleCompare(c.textures[0].sampler, ref, s, t, r, q, lod); in textureCubeArrayShadow()
212 textureCubeArrayShadow(const ShaderEvalContext& c, float ref, float s, float t, float r, float q, float lod) textureCubeArrayShadow() argument
217 texture2DShadowOffset(const ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) texture2DShadowOffset() argument
221 texture2DArrayShadowOffset(const ShaderEvalContext& c, float ref, float s, float t, float r, float lod, IVec2 offset) texture2DArrayShadowOffset() argument
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/third_party/mesa3d/src/gallium/drivers/softpipe/
H A Dsp_tex_sample.c1924 * \param lod returns the per-fragment lod.
1931 float lod[TGSI_QUAD_SIZE]) in compute_lod()
1940 lod[0] = lod[1] = lod[2] = lod[3] = CLAMP(biased_lambda, min_lod, max_lod); in compute_lod()
1944 lod[i] = lod_in[i]; in compute_lod()
1948 lod[i] = biased_lambda + lod_in[i]; in compute_lod()
1949 lod[ in compute_lod()
1927 compute_lod(const struct pipe_sampler_state *sampler, enum tgsi_sampler_control control, const float biased_lambda, const float lod_in[TGSI_QUAD_SIZE], float lod[TGSI_QUAD_SIZE]) compute_lod() argument
1970 compute_lambda_lod_unclamped(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, const float s[TGSI_QUAD_SIZE], const float t[TGSI_QUAD_SIZE], const float p[TGSI_QUAD_SIZE], const float derivs[3][2][TGSI_QUAD_SIZE], const float lod_in[TGSI_QUAD_SIZE], enum tgsi_sampler_control control, float lod[TGSI_QUAD_SIZE]) compute_lambda_lod_unclamped() argument
2020 compute_lambda_lod(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, const float s[TGSI_QUAD_SIZE], const float t[TGSI_QUAD_SIZE], const float p[TGSI_QUAD_SIZE], float derivs[3][2][TGSI_QUAD_SIZE], const float lod_in[TGSI_QUAD_SIZE], enum tgsi_sampler_control control, float lod[TGSI_QUAD_SIZE]) compute_lambda_lod() argument
2054 clamp_lod(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, const float lod[TGSI_QUAD_SIZE], float clamped[TGSI_QUAD_SIZE]) clamp_lod() argument
2078 mip_rel_level_linear(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, const float lod[TGSI_QUAD_SIZE], float level[TGSI_QUAD_SIZE]) mip_rel_level_linear() argument
2087 mip_filter_linear(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, img_filter_func min_filter, img_filter_func mag_filter, const float s[TGSI_QUAD_SIZE], const float t[TGSI_QUAD_SIZE], const float p[TGSI_QUAD_SIZE], int gather_comp, const float lod[TGSI_QUAD_SIZE], const struct filter_args *filt_args, float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE]) mip_filter_linear() argument
2149 mip_rel_level_nearest(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, const float lod[TGSI_QUAD_SIZE], float level[TGSI_QUAD_SIZE]) mip_rel_level_nearest() argument
2170 mip_filter_nearest(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, img_filter_func min_filter, img_filter_func mag_filter, const float s[TGSI_QUAD_SIZE], const float t[TGSI_QUAD_SIZE], const float p[TGSI_QUAD_SIZE], int gather_component, const float lod[TGSI_QUAD_SIZE], const struct filter_args *filt_args, float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE]) mip_filter_nearest() argument
2216 mip_rel_level_none(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, const float lod[TGSI_QUAD_SIZE], float level[TGSI_QUAD_SIZE]) mip_rel_level_none() argument
2229 mip_filter_none(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, img_filter_func min_filter, img_filter_func mag_filter, const float s[TGSI_QUAD_SIZE], const float t[TGSI_QUAD_SIZE], const float p[TGSI_QUAD_SIZE], int gather_component, const float lod[TGSI_QUAD_SIZE], const struct filter_args *filt_args, float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE]) mip_filter_none() argument
2268 mip_rel_level_none_no_filter_select(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, const float lod[TGSI_QUAD_SIZE], float level[TGSI_QUAD_SIZE]) mip_rel_level_none_no_filter_select() argument
2534 mip_rel_level_linear_aniso(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, const float lod[TGSI_QUAD_SIZE], float level[TGSI_QUAD_SIZE]) mip_rel_level_linear_aniso() argument
2562 float lod[TGSI_QUAD_SIZE]; mip_filter_linear_aniso() local
2664 mip_rel_level_linear_2d_linear_repeat_POT( const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, const float lod[TGSI_QUAD_SIZE], float level[TGSI_QUAD_SIZE]) mip_rel_level_linear_2d_linear_repeat_POT() argument
2678 mip_filter_linear_2d_linear_repeat_POT( const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, img_filter_func min_filter, img_filter_func mag_filter, const float s[TGSI_QUAD_SIZE], const float t[TGSI_QUAD_SIZE], const float p[TGSI_QUAD_SIZE], int gather_comp, const float lod[TGSI_QUAD_SIZE], const struct filter_args *filt_args, float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE]) mip_filter_linear_2d_linear_repeat_POT() argument
3180 sample_mip(const struct sp_sampler_view *sp_sview, const struct sp_sampler *sp_samp, const float s[TGSI_QUAD_SIZE], const float t[TGSI_QUAD_SIZE], const float p[TGSI_QUAD_SIZE], const float c0[TGSI_QUAD_SIZE], int gather_comp, const float lod[TGSI_QUAD_SIZE], const struct filter_args *filt_args, float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE]) sample_mip() argument
3356 sp_get_texels(const struct sp_sampler_view *sp_sview, const int v_i[TGSI_QUAD_SIZE], const int v_j[TGSI_QUAD_SIZE], const int v_k[TGSI_QUAD_SIZE], const int lod[TGSI_QUAD_SIZE], const int8_t offset[3], float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE]) sp_get_texels() argument
3719 float lod[TGSI_QUAD_SIZE]; sp_tgsi_get_samples() local
3782 sp_tgsi_query_lod(const struct tgsi_sampler *tgsi_sampler, const unsigned sview_index, const unsigned sampler_index, const float s[TGSI_QUAD_SIZE], const float t[TGSI_QUAD_SIZE], const float p[TGSI_QUAD_SIZE], const float c0[TGSI_QUAD_SIZE], const enum tgsi_sampler_control control, float mipmap[TGSI_QUAD_SIZE], float lod[TGSI_QUAD_SIZE]) sp_tgsi_query_lod() argument
3826 sp_tgsi_get_texel(struct tgsi_sampler *tgsi_sampler, const unsigned sview_index, const int i[TGSI_QUAD_SIZE], const int j[TGSI_QUAD_SIZE], const int k[TGSI_QUAD_SIZE], const int lod[TGSI_QUAD_SIZE], const int8_t offset[3], float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE]) sp_tgsi_get_texel() argument
[all...]
H A Dsp_tex_sample.h90 const float lod[TGSI_QUAD_SIZE],
97 const float lod[TGSI_QUAD_SIZE],
103 const int lod[TGSI_QUAD_SIZE], const int8_t offset[3],
/third_party/mesa3d/src/gallium/drivers/r600/sfn/
H A Dsfn_nir_lower_tex.cpp154 nir_ssa_def *lod = (lod_idx >= 0) ? in lower_txl_txf_array_or_cube() local
159 lod = nir_fadd(b, lod,nir_ssa_for_src(b, tex->src[bias_idx].src, 1)); in lower_txl_txf_array_or_cube()
162 lod = nir_fmax(b, lod, nir_ssa_for_src(b, tex->src[min_lod_idx].src, 1)); in lower_txl_txf_array_or_cube()
164 /* max lod? */ in lower_txl_txf_array_or_cube()
166 nir_ssa_def *lambda_exp = nir_fexp2(b, lod); in lower_txl_txf_array_or_cube()
/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/shaderrender/
H A DvktShaderRenderTextureFunctionTests.cpp246 float lod; member
253 : lod (0.0f) in TexLookupParams()
268 LODMODE_EXACT = 0, //!< Ideal lod computation.
415 inline Vec4 texture2D (const ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); } in texture2D() argument
416 inline Vec4 textureCube (const ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); } in textureCube() argument
417 inline Vec4 texture2DArray (const ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sample(c.textures[0].sampler, s, t, r, lod); } in texture2DArray() argument
418 inline Vec4 texture3D (const ShaderEvalContext& c, float s, float t, float r, float lod) { retur in texture2DArray() argument
419 texture1D(const ShaderEvalContext& c, float s, float lod) texture1D() argument
420 texture1DArray(const ShaderEvalContext& c, float s, float t, float lod) texture1DArray() argument
421 textureCubeArray(const ShaderEvalContext& c, float s, float t, float r, float q, float lod) textureCubeArray() argument
423 texture2DShadow(const ShaderEvalContext& c, float ref, float s, float t, float lod) texture2DShadow() argument
424 textureCubeShadow(const ShaderEvalContext& c, float ref, float s, float t, float r, float lod) textureCubeShadow() argument
425 texture2DArrayShadow(const ShaderEvalContext& c, float ref, float s, float t, float r, float lod) texture2DArrayShadow() argument
426 texture1DShadow(const ShaderEvalContext& c, float ref, float s, float lod) texture1DShadow() argument
427 texture1DArrayShadow(const ShaderEvalContext& c, float ref, float s, float t, float lod) texture1DArrayShadow() argument
428 textureCubeArrayShadow(const ShaderEvalContext& c, float ref, float s, float t, float r, float q, float lod) textureCubeArrayShadow() argument
430 texture2DOffset(const ShaderEvalContext& c, float s, float t, float lod, IVec2 offset) texture2DOffset() argument
431 texture2DArrayOffset(const ShaderEvalContext& c, float s, float t, float r, float lod, IVec2 offset) texture2DArrayOffset() argument
432 texture3DOffset(const ShaderEvalContext& c, float s, float t, float r, float lod, IVec3 offset) texture3DOffset() argument
433 texture1DOffset(const ShaderEvalContext& c, float s, float lod, deInt32 offset) texture1DOffset() argument
434 texture1DArrayOffset(const ShaderEvalContext& c, float s, float t, float lod, deInt32 offset) texture1DArrayOffset() argument
436 texture2DShadowOffset(const ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) texture2DShadowOffset() argument
437 texture2DArrayShadowOffset(const ShaderEvalContext& c, float ref, float s, float t, float r, float lod, IVec2 offset) texture2DArrayShadowOffset() argument
438 texture1DShadowOffset(const ShaderEvalContext& c, float ref, float s, float lod, deInt32 offset) texture1DShadowOffset() argument
439 texture1DArrayShadowOffset(const ShaderEvalContext& c, float ref, float s, float t, float lod, deInt32 offset) texture1DArrayShadowOffset() argument
662 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch2D() local
671 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch2DArray() local
680 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch3D() local
687 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch1D() local
695 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch1DArray() local
1771 int lod; global() member
[all...]
/third_party/vk-gl-cts/external/vulkancts/modules_no_buildgn/vulkan/shaderrender/
H A DvktShaderRenderTextureFunctionTests.cpp243 float lod; member
250 : lod (0.0f) in TexLookupParams()
265 LODMODE_EXACT = 0, //!< Ideal lod computation.
412 inline Vec4 texture2D (const ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); } in texture2D() argument
413 inline Vec4 textureCube (const ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); } in textureCube() argument
414 inline Vec4 texture2DArray (const ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sample(c.textures[0].sampler, s, t, r, lod); } in texture2DArray() argument
415 inline Vec4 texture3D (const ShaderEvalContext& c, float s, float t, float r, float lod) { retur in texture2DArray() argument
416 texture1D(const ShaderEvalContext& c, float s, float lod) texture1D() argument
417 texture1DArray(const ShaderEvalContext& c, float s, float t, float lod) texture1DArray() argument
418 textureCubeArray(const ShaderEvalContext& c, float s, float t, float r, float q, float lod) textureCubeArray() argument
420 texture2DShadow(const ShaderEvalContext& c, float ref, float s, float t, float lod) texture2DShadow() argument
421 textureCubeShadow(const ShaderEvalContext& c, float ref, float s, float t, float r, float lod) textureCubeShadow() argument
422 texture2DArrayShadow(const ShaderEvalContext& c, float ref, float s, float t, float r, float lod) texture2DArrayShadow() argument
423 texture1DShadow(const ShaderEvalContext& c, float ref, float s, float lod) texture1DShadow() argument
424 texture1DArrayShadow(const ShaderEvalContext& c, float ref, float s, float t, float lod) texture1DArrayShadow() argument
425 textureCubeArrayShadow(const ShaderEvalContext& c, float ref, float s, float t, float r, float q, float lod) textureCubeArrayShadow() argument
427 texture2DOffset(const ShaderEvalContext& c, float s, float t, float lod, IVec2 offset) texture2DOffset() argument
428 texture2DArrayOffset(const ShaderEvalContext& c, float s, float t, float r, float lod, IVec2 offset) texture2DArrayOffset() argument
429 texture3DOffset(const ShaderEvalContext& c, float s, float t, float r, float lod, IVec3 offset) texture3DOffset() argument
430 texture1DOffset(const ShaderEvalContext& c, float s, float lod, deInt32 offset) texture1DOffset() argument
431 texture1DArrayOffset(const ShaderEvalContext& c, float s, float t, float lod, deInt32 offset) texture1DArrayOffset() argument
433 texture2DShadowOffset(const ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) texture2DShadowOffset() argument
434 texture2DArrayShadowOffset(const ShaderEvalContext& c, float ref, float s, float t, float r, float lod, IVec2 offset) texture2DArrayShadowOffset() argument
435 texture1DShadowOffset(const ShaderEvalContext& c, float ref, float s, float lod, deInt32 offset) texture1DShadowOffset() argument
436 texture1DArrayShadowOffset(const ShaderEvalContext& c, float ref, float s, float t, float lod, deInt32 offset) texture1DArrayShadowOffset() argument
659 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch2D() local
668 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch2DArray() local
677 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch3D() local
684 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch1D() local
692 int lod = deChopFloatToInt32(c.in[1].x()); evalTexelFetch1DArray() local
1770 int lod; global() member
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/third_party/mesa3d/src/compiler/nir/
H A Dnir_lower_readonly_images_to_tex.c156 nir_ssa_def *lod = intrin->src[3].ssa; in lower_readonly_image_op() local
158 tex->src[2].src = nir_src_for_ssa(lod); in lower_readonly_image_op()
169 nir_ssa_def *lod = intrin->src[1].ssa; in lower_readonly_image_op() local
171 tex->src[1].src = nir_src_for_ssa(lod); in lower_readonly_image_op()
/third_party/mesa3d/src/gallium/auxiliary/gallivm/
H A Dlp_bld_sample.c417 * cost), but for now use same code to per-pixel lod case. in lp_build_rho()
666 * Bri-linear lod computation
698 LLVMValueRef lod, in lp_build_brilinear_lod()
708 lp_build_printf(bld->gallivm, "lod = %f\n", lod); in lp_build_brilinear_lod()
711 lod = lp_build_add(bld, lod, in lp_build_brilinear_lod()
714 lp_build_ifloor_fract(bld, lod, out_lod_ipart, &lod_fpart); in lp_build_brilinear_lod()
736 * Combined log2 and brilinear lod computation.
819 * \param lod_bias optional float vector with the shader lod bia
697 lp_build_brilinear_lod(struct lp_build_context *bld, LLVMValueRef lod, double factor, LLVMValueRef *out_lod_ipart, LLVMValueRef *out_lod_fpart) lp_build_brilinear_lod() argument
851 LLVMValueRef lod; lp_build_lod_selector() local
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