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    Searched refs:anisotropy (Results 1 - 6 of 6) sorted by null

  /external/swiftshader/src/Pipeline/
SamplerCore.hpp 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);
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);
75 void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
SamplerCore.cpp 101 Float anisotropy; local
109 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, 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);
265 Float anisotropy; local
273 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function);
287 c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function);
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)
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  /external/swiftshader/src/Shader/
SamplerCore.hpp 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);
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);
75 void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
SamplerCore.cpp 101 Float anisotropy; local
109 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, 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);
310 Float anisotropy; local
318 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function);
332 c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, face, function);
566 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)
568 Vector4s c = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, function);
577 Vector4s cc = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, function)
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  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_tex.c 215 GLuint anisotropy = (t->pp_txfilter & R200_MAX_ANISO_MASK); local
224 "%s(tex %p) minf %s, maxf %s, anisotropy %d.\n",
228 anisotropy);
230 if ( anisotropy == R200_MAX_ANISO_1_TO_1 ) {
  /external/mesa3d/src/mesa/drivers/dri/radeon/
radeon_tex.c 168 GLuint anisotropy = (t->pp_txfilter & RADEON_MAX_ANISO_MASK); local
192 else if ( anisotropy == RADEON_MAX_ANISO_1_TO_1 ) {

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