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Lines Matching refs:texture

59 	Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy)
61 return sampleTexture(texture, u, v, w, q, q, dsx, dsy, (dsx), Implicit, true);
64 Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function, bool fixed12)
109 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function);
115 computeLodCube(texture, lod, u, v, w, bias.x, dsx, dsy, M, function);
120 computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function);
125 c = sampleFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, function);
129 Vector4f cf = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function);
230 Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Float4 &bias, Vector4f &dsx, Vector4f &dsy, Vector4f &offset, SamplerFunction function)
273 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function);
279 computeLodCube(texture, lod, u, v, w, bias.x, dsx, dsy, M, function);
284 computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function);
287 c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function);
315 Vector4s cs = sampleTexture(texture, u, v, w, q, bias, dsx, dsy, offset, function, false);
411 Vector4f SamplerCore::textureSize(Pointer<Byte> &texture, Float4 &lod)
417 Int baseLevel = *Pointer<Int>(texture + OFFSET(Texture, baseLevel));
418 Pointer<Byte> mipmap = texture + OFFSET(Texture, mipmap) + (As<Int>(Extract(lod, i)) + baseLevel) * sizeof(Mipmap);
475 Vector4s SamplerCore::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)
477 Vector4s c = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, function);
486 Vector4s cc = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, function);
567 c.x = (borderMask & c.x) | (~borderMask & (*Pointer<Short4>(textureTexture,borderColor4[0])) >> (hasUnsignedTextureComponent(0) ? 0 : 1)));
568 c.y = (borderMask & c.y) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[1])) >> (hasUnsignedTextureComponent(1) ? 0 : 1)));
569 c.z = (borderMask & c.z) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[2])) >> (hasUnsignedTextureComponent(2) ? 0 : 1)));
570 c.w = (borderMask & c.w) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[3])) >> (hasUnsignedTextureComponent(3) ? 0 : 1)));
576 Vector4s SamplerCore::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)
582 c = sampleQuad(texture, u, v, w, offset, lod, face, secondLOD, function);
613 c = sampleQuad(texture, u0, v0, w, offset, lod, face, secondLOD, function);
636 Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
640 return sampleQuad2D(texture, u, v, w, offset, lod, face, secondLOD, function);
644 return sample3D(texture, u, v, w, offset, lod, secondLOD, function);
648 Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
658 selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
843 Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
853 selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
968 Vector4f SamplerCore::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)
970 Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, face, false, function);
979 Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, face, true, function);
1039 c.x = As<Float4>((borderMask & As<Int4>(c.x)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture
1040 c.y = As<Float4>((borderMask & As<Int4>(c.y)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[1]))));
1041 c.z = As<Float4>((borderMask & As<Int4>(c.z)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[2]))));
1042 c.w = As<Float4>((borderMask & As<Int4>(c.w)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[3]))));
1048 Vector4f SamplerCore::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)
1054 c = sampleFloat(texture, u, v, w, q, offset, lod, face, secondLOD, function);
1083 c = sampleFloat(texture, u0, v0, w, q, offset, lod, face, secondLOD, function);
1106 Vector4f SamplerCore::sampleFloat(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
1110 return sampleFloat2D(texture, u, v, w, q, offset, lod, face, secondLOD, function);
1114 return sampleFloat3D(texture, u, v, w, offset, lod, secondLOD, function);
1118 Vector4f SamplerCore::sampleFloat2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function)
1128 selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
1187 Vector4f SamplerCore::sampleFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function)
1197 selectMipmap(texture, buffer, mipmap, lod, face, secondLOD);
1290 void SamplerCore::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)
1308 // Scale by texture dimensions and global LOD.
1309 Float4 dUVdxy = duvdxy * *Pointer<Float4>(texture + OFFSET(Texture,widthHeightLOD));
1330 anisotropy = Min(anisotropy, *Pointer<Float>(texture + OFFSET(Texture,maxAnisotropy)));
1357 lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
1358 lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
1361 void SamplerCore::computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, Float4 &M, SamplerFunction function)
1398 // Scale by texture dimension and global LOD.
1399 lod *= *Pointer<Float>(texture + OFFSET(Texture,widthLOD));
1423 lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
1424 lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
1427 void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Float4 &wwww, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function)
1446 // Scale by texture dimensions and global LOD.
1447 dudxy *= *Pointer<Float4>(texture + OFFSET(Texture,widthLOD));
1448 dvdxy *= *Pointer<Float4>(texture + OFFSET(Texture,heightLOD));
1449 dsdxy *= *Pointer<Float4>(texture + OFFSET(Texture,depthLOD));
1482 lod = Max(lod, *Pointer<Float>(texture + OFFSET(Texture, minLod)));
1483 lod = Min(lod, *Pointer<Float>(texture + OFFSET(Texture, maxLod)));
2092 void SamplerCore::selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD)
2096 mipmap = texture + OFFSET(Texture,mipmap[0]);
2111 mipmap = texture + OFFSET(Texture