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Lines Matching refs:Sampler

126    /* sampler state */
129 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
130 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
131 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
132 obj->Sampler.MinFilter = GL_LINEAR;
135 obj->Sampler.WrapS = GL_REPEAT;
136 obj->Sampler.WrapT = GL_REPEAT;
137 obj->Sampler.WrapR = GL_REPEAT;
138 obj->Sampler.MinFilter = GL_NEAREST_MIPMAP_LINEAR;
140 obj->Sampler.MagFilter = GL_LINEAR;
141 obj->Sampler.MinLod = -1000.0;
142 obj->Sampler.MaxLod = 1000.0;
143 obj->Sampler.LodBias = 0.0;
144 obj->Sampler.MaxAnisotropy = 1.0;
145 obj->Sampler.CompareMode = GL_NONE; /* ARB_shadow */
146 obj->Sampler.CompareFunc = GL_LEQUAL; /* ARB_shadow */
148 obj->Sampler.CubeMapSeamless = GL_FALSE;
154 obj->Sampler.sRGBDecode = GL_DECODE_EXT;
173 obj->Sampler.WrapS = GL_CLAMP_TO_EDGE;
174 obj->Sampler.WrapT = GL_CLAMP_TO_EDGE;
175 obj->Sampler.WrapR = GL_CLAMP_TO_EDGE;
176 obj->Sampler.MinFilter = GL_LINEAR;
242 dest->Sampler.BorderColor.f[0] = src->Sampler.BorderColor.f[0];
243 dest->Sampler.BorderColor.f[1] = src->Sampler.BorderColor.f[1];
244 dest->Sampler.BorderColor.f[2] = src->Sampler.BorderColor.f[2];
245 dest->Sampler.BorderColor.f[3] = src->Sampler.BorderColor.f[3];
246 dest->Sampler.WrapS = src->Sampler.WrapS;
247 dest->Sampler.WrapT = src->Sampler.WrapT;
248 dest->Sampler.WrapR = src->Sampler.WrapR;
249 dest->Sampler.MinFilter = src->Sampler.MinFilter;
250 dest->Sampler.MagFilter = src->Sampler.MagFilter;
251 dest->Sampler.MinLod = src->Sampler.MinLod;
252 dest->Sampler.MaxLod = src->Sampler.MaxLod;
253 dest->Sampler.LodBias = src->Sampler.LodBias;
256 dest->Sampler.MaxAnisotropy = src->Sampler.MaxAnisotropy;
257 dest->Sampler.CompareMode = src->Sampler.CompareMode;
258 dest->Sampler.CompareFunc = src->Sampler.CompareFunc;
259 dest->Sampler.CubeMapSeamless = src->Sampler.CubeMapSeamless;
261 dest->Sampler.sRGBDecode = src->Sampler.sRGBDecode;
401 * sampler state renders the texture incomplete.
572 * Note: we don't care about the current texture sampler state here.
716 * That's the value a GLSL sampler should get when sampling from an
786 texObj->Sampler.MinFilter = GL_NEAREST;
787 texObj->Sampler.MagFilter = GL_NEAREST;