/third_party/vk-gl-cts/framework/common/ |
H A D | tcuTexture.hpp | 265 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 [all...] |
H A D | tcuTexture.cpp | 2603 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 [all...] |
/third_party/skia/third_party/externals/swiftshader/src/Shader/ |
H A D | SamplerCore.hpp | 55 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 [all...] |
H A D | SamplerCore.cpp | 100 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 [all...] |
H A D | VertexProgram.hpp | 116 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);
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H A D | PixelProgram.hpp | 92 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);
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/third_party/skia/third_party/externals/swiftshader/src/Pipeline/ |
H A D | SamplerCore.hpp | 68 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 [all...] |
H A D | SamplerCore.cpp | 45 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 [all...] |
/third_party/mesa3d/src/gallium/frontends/nine/ |
H A D | basetexture9.c | 72 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() [all...] |
H A D | basetexture9.h | 56 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()
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/third_party/mesa3d/src/microsoft/compiler/ |
H A D | dxil_nir_lower_int_samplers.c | 114 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() [all...] |
/third_party/vk-gl-cts/modules/gles3/functional/ |
H A D | es3fVertexTextureTests.cpp | 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); } 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 [all...] |
H A D | es3fShaderTextureFunctionTests.cpp | 220 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 D | es2fVertexTextureTests.cpp | 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); } 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 [all...] |
H A D | es2fShaderTextureFunctionTests.cpp | 164 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() [all...] |
/third_party/vk-gl-cts/framework/randomshaders/ |
H A D | rsgSamplers.hpp | 49 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()
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/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/ |
H A D | TextureTest.cpp | 539 // 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 D | esextcTextureShadowLodFunctionsTest.cpp | 177 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 [all...] |
/third_party/mesa3d/src/gallium/drivers/softpipe/ |
H A D | sp_tex_sample.c | 1924 * \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 D | sp_tex_sample.h | 90 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],
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/third_party/mesa3d/src/gallium/drivers/r600/sfn/ |
H A D | sfn_nir_lower_tex.cpp | 154 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()
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/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/shaderrender/ |
H A D | vktShaderRenderTextureFunctionTests.cpp | 246 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 D | vktShaderRenderTextureFunctionTests.cpp | 243 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 [all...] |
/third_party/mesa3d/src/compiler/nir/ |
H A D | nir_lower_readonly_images_to_tex.c | 156 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()
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/third_party/mesa3d/src/gallium/auxiliary/gallivm/ |
H A D | lp_bld_sample.c | 417 * 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 [all...] |