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Lines Matching refs:TexLookupParams

215 struct TexLookupParams
222 TexLookupParams (void)
340 typedef void (*TexEvalFunc) (gls::ShaderEvalContext& c, const TexLookupParams& lookupParams);
359 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; }
360 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; }
361 static void evalTexture2DArray (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
362 static void evalTexture3D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
364 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; }
365 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+c.in[1].x())*p.scale + p.bias; }
366 static void evalTexture2DArrayBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
367 static void evalTexture3DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
369 static void evalTexture2DProj3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod)*p.scale + p.bias; }
370 static void evalTexture2DProj3Bias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
371 static void evalTexture2DProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod)*p.scale + p.bias; }
372 static void evalTexture2DProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
373 static void evalTexture3DProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod)*p.scale + p.bias; }
374 static void evalTexture3DProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
376 static void evalTexture2DLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), c.in[1].x())*p.scale + p.bias; }
377 static void evalTextureCubeLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
378 static void evalTexture2DArrayLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
379 static void evalTexture3DLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
381 static void evalTexture2DProjLod3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
382 static void evalTexture2DProjLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x())*p.scale + p.bias; }
383 static void evalTexture3DProjLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), c.in[1].x())*p.scale + p.bias; }
387 static void evalTexture2DOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
388 static void evalTexture2DArrayOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
389 static void evalTexture3DOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod, p.offset)*p.scale + p.bias; }
391 static void evalTexture2DOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
392 static void evalTexture2DArrayOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
393 static void evalTexture3DOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x(), p.offset)*p.scale + p.bias; }
395 static void evalTexture2DLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
396 static void evalTexture2DArrayLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
397 TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x(), p.offset)*p.scale + p.bias; }
399 static void evalTexture2DProj3Offset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
400 static void evalTexture2DProj3OffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
401 static void evalTexture2DProjOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod, p.offset.swizzle(0,1))*p.scale + p.bias; }
402 static void evalTexture2DProjOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
403 static void evalTexture3DProjOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod, p.offset)*p.scale + p.bias; }
404 static void evalTexture3DProjOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod+c.in[1].x(), p.offset)*p.scale + p.bias; }
406 static void evalTexture2DProjLod3Offset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
407 static void evalTexture2DProjLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x(), p.offset.swizzle(0,1))*p.scale + p.bias; }
408 static void evalTexture3DProjLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), c.in[1].x(), p.offset)*p.scale + p.bias; }
412 static void evalTexture2DShadow (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod); }
413 static void evalTexture2DShadowBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x()); }
415 static void evalTextureCubeShadow (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod); }
416 static void evalTextureCubeShadowBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x()); }
418 static void evalTexture2DArrayShadow (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod); }
420 static void evalTexture2DShadowLod (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x()); }
421 static void evalTexture2DShadowLodOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), c.in[1].x(), p.offset.swizzle(0,1)); }
423 static void evalTexture2DShadowProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod); }
424 static void evalTexture2DShadowProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x()); }
426 static void evalTexture2DShadowProjLod (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x()); }
427 static void evalTexture2DShadowProjLodOffset(gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[1].x(), p.offset.swizzle(0,1)); }
429 static void evalTexture2DShadowOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod, p.offset.swizzle(0,1)); }
430 static void evalTexture2DShadowOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x(), p.offset.swizzle(0,1)); }
432 static void evalTexture2DShadowProjOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod, p.offset.swizzle(0,1)); }
433 static void evalTexture2DShadowProjOffsetBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x(), p.offset.swizzle(0,1)); }
437 static void evalTexture2DGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c))*p.scale + p.bias; }
438 static void evalTextureCubeGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGradCube(c))*p.scale + p.bias; }
439 static void evalTexture2DArrayGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArray(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c))*p.scale + p.bias; }
440 static void evalTexture3DGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad3D(c))*p.scale + p.bias; }
442 static void evalTexture2DShadowGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c)); }
443 static void evalTextureCubeShadowGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = textureCubeShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGradCube(c)); }
444 static void evalTexture2DArrayShadowGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DArrayShadow(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c)); }
446 static void evalTexture2DGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
447 static void evalTexture2DArrayGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DArrayOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
448 static void evalTexture3DGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad3D(c), p.offset)*p.scale + p.bias; }
450 static void evalTexture2DShadowGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z(), c.in[0].x(), c.in[0].y(), computeLodFromGrad2D(c), p.offset.swizzle(0,1)); }
451 static void evalTexture2DArrayShadowGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DArrayShadowOffset(c, c.in[0].w(), c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad2DArray(c), p.offset.swizzle(0,1)); }
453 static void evalTexture2DShadowProjGrad (gls::ShaderEvalContext& c, const TexLookupParams&) { c.color.x() = texture2DShadow(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c)); }
454 static void evalTexture2DShadowProjGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color.x() = texture2DShadowOffset(c, c.in[0].z()/c.in[0].w(), c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c), p.offset.swizzle(0,1)); }
456 static void evalTexture2DProjGrad3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), computeLodFromGrad2D(c))*p.scale + p.bias; }
457 static void evalTexture2DProjGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c))*p.scale + p.bias; }
458 static void evalTexture3DProjGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), computeLodFromGrad3D(c))*p.scale + p.bias; }
460 static void evalTexture2DProjGrad3Offset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
461 static void evalTexture2DProjGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), computeLodFromGrad2D(c), p.offset.swizzle(0,1))*p.scale + p.bias; }
462 static void evalTexture3DProjGradOffset (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3DOffset(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), computeLodFromGrad3D(c), p.offset)*p.scale + p.bias; }
466 static void evalTexelFetch2D (gls::ShaderEvalContext& c, const TexLookupParams& p)
474 static void evalTexelFetch2DArray (gls::ShaderEvalContext& c, const TexLookupParams& p)
483 static void evalTexelFetch3D (gls::ShaderEvalContext& c, const TexLookupParams& p)
495 TexLookupEvaluator (TexEvalFunc evalFunc, const TexLookupParams& lookupParams) : m_evalFunc(evalFunc), m_lookupParams(lookupParams) {}
501 const TexLookupParams& m_lookupParams;
523 TexLookupParams m_lookupParams;