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Lines Matching defs:depth

542 ConstPixelBufferAccess::ConstPixelBufferAccess (const TextureFormat& format, int width, int height, int depth, const void* data)
544 , m_size (width, height, depth)
558 ConstPixelBufferAccess::ConstPixelBufferAccess (const TextureFormat& format, int width, int height, int depth, int rowPitch, int slicePitch, const void* data)
560 , m_size (width, height, depth)
583 PixelBufferAccess::PixelBufferAccess (const TextureFormat& format, int width, int height, int depth, void* data)
584 : ConstPixelBufferAccess(format, width, height, depth, data)
593 PixelBufferAccess::PixelBufferAccess (const TextureFormat& format, int width, int height, int depth, int rowPitch, int slicePitch, void* data)
594 : ConstPixelBufferAccess(format, width, height, depth, rowPitch, slicePitch, data)
749 // \note Returns bit-representation of depth floating-point value.
1045 void PixelBufferAccess::setPixDepth (float depth, int x, int y, int z) const
1060 case TextureFormat::D: *((deUint32*)pixelPtr) = PN(depth, 8, 24); break;
1061 case TextureFormat::DS: *((deUint32*)pixelPtr) = (*((deUint32*)pixelPtr) & 0x000000ff) | PN(depth, 8, 24); break;
1069 *((float*)pixelPtr) = depth;
1074 floatToChannel(pixelPtr, depth, m_format.type);
1208 // depth internal formats cannot be non-normalized integers
1326 int depth = access.getDepth();
1335 (sampler.wrapR == Sampler::CLAMP_TO_BORDER && !deInBounds32(z, 0, depth)))
1340 int k = wrap(sampler.wrapR, z, depth);
1477 int depth = access.getDepth();
1490 int k0 = wrap(sampler.wrapR, z0, depth);
1491 int k1 = wrap(sampler.wrapR, z1, depth);
1501 bool k0UseBorder = sampler.wrapR == Sampler::CLAMP_TO_BORDER && !de::inBounds(k0, 0, depth);
1502 bool k1UseBorder = sampler.wrapR == Sampler::CLAMP_TO_BORDER && !de::inBounds(k1, 0, depth);
1533 Vec4 ConstPixelBufferAccess::sample2D (const Sampler& sampler, Sampler::FilterMode filter, float s, float t, int depth) const
1536 DE_ASSERT(de::inBounds(depth, 0, m_size.z()));
1538 return sample2DOffset(sampler, filter, s, t, tcu::IVec3(0, 0, depth));
1684 TextureLevel::TextureLevel (const TextureFormat& format, int width, int height, int depth)
1688 setSize(width, height, depth);
1695 void TextureLevel::setStorage (const TextureFormat& format, int width, int height, int depth)
1698 setSize(width, height, depth);
1701 void TextureLevel::setSize (int width, int height, int depth)
1705 m_size = IVec3(width, height, depth);
1710 Vec4 sampleLevelArray1D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, int depth, float lod)
1712 return sampleLevelArray1DOffset(levels, numLevels, sampler, s, lod, IVec2(0, depth)); // y-offset in 1D textures is layer selector
1715 Vec4 sampleLevelArray2D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, int depth, float lod)
1717 return sampleLevelArray2DOffset(levels, numLevels, sampler, s, t, lod, IVec3(0, 0, depth)); // z-offset in 2D textures is layer selector
1925 static Vec4 fetchGatherArray2DOffsets (const ConstPixelBufferAccess& src, const Sampler& sampler, float s, float t, int depth, int componentNdx, const IVec2 (&offsets)[4])
1945 pixel = lookup(src, sampleX, sampleY, depth);
1955 Vec4 gatherArray2DOffsets (const ConstPixelBufferAccess& src, const Sampler& sampler, float s, float t, int depth, int componentNdx, const IVec2 (&offsets)[4])
1960 return fetchGatherArray2DOffsets(src, sampler, s, t, depth, componentNdx, offsets);
1963 Vec4 gatherArray2DOffsetsCompare (const ConstPixelBufferAccess& src, const Sampler& sampler, float ref, float s, float t, int depth, const IVec2 (&offsets)[4])
1970 const Vec4 gathered = fetchGatherArray2DOffsets(src, sampler, s, t, depth, 0 /* component 0: depth */, offsets);
1979 static Vec4 sampleCubeSeamlessNearest (const ConstPixelBufferAccess& faceAccess, const Sampler& sampler, float s, float t, int depth)
1984 return faceAccess.sample2D(clampingSampler, Sampler::NEAREST, s, t, depth);
2121 static void getCubeLinearSamples (const ConstPixelBufferAccess (&faceAccesses)[CUBEFACE_LAST], CubeFace baseFace, float u, float v, int depth, Vec4 (&dst)[4])
2146 sampleColors[i] = lookup(faceAccesses[coords.face], coords.s, coords.t, depth);
2180 static Vec4 sampleCubeSeamlessLinear (const ConstPixelBufferAccess (&faceAccesses)[CUBEFACE_LAST], CubeFace baseFace, const Sampler& sampler, float s, float t, int depth)
2198 getCubeLinearSamples(faceAccesses, baseFace, u, v, depth, sampleColors);
2211 depth, float lod)
2219 return sampleCubeSeamlessNearest(faces[face][0], sampler, s, t, depth);
2227 return sampleCubeSeamlessLinear(faceAccesses, face, sampler, s, t, depth);
2238 return sampleCubeSeamlessNearest(faces[face][level], sampler, s, t, depth);
2247 return sampleCubeSeamlessLinear(faceAccesses, face, sampler, s, t, depth);
2264 t0 = sampleCubeSeamlessNearest(faces[face][level0], sampler, s, t, depth);
2265 t1 = sampleCubeSeamlessNearest(faces[face][level1], sampler, s, t, depth);
2279 t0 = sampleCubeSeamlessLinear(faceAccesses0, face, sampler, s, t, depth);
2280 t1 = sampleCubeSeamlessLinear(faceAccesses1, face, sampler, s, t, depth);
2292 static float sampleCubeSeamlessNearestCompare (const ConstPixelBufferAccess& faceAccess, const Sampler& sampler, float ref, float s, float t, int depth = 0)
2297 return faceAccess.sample2DCompare(clampingSampler, Sampler::NEAREST, ref, s, t, IVec3(0, 0, depth));
2467 const int depth = (slice * 6) + getCubeArrayFaceIndex(face);
2469 return getSubregion(level, 0, 0, depth, level.getWidth(), level.getHeight(), 1);
2646 inline int computeMipPyramidLevels (int width, int height, int depth)
2648 return deLog2Floor32(de::max(width, de::max(height, depth)))+1;
2711 void TextureLevelPyramid::allocLevel (int levelNdx, int width, int height, int depth)
2713 const int size = m_format.getPixelSize()*width*height*depth;
2718 m_access[levelNdx] = PixelBufferAccess(m_format, width, height, depth, m_data[levelNdx].getPtr());
2840 return sampleLevelArrayCubeSeamless(m_levels, m_numLevels, coords.face, sampler, coords.s, coords.t, 0 /* depth */, lod);
2842 return sampleLevelArray2D(m_levels[coords.face], m_numLevels, sampler, coords.s, coords.t, 0 /* depth */, lod);
2897 const Vec4 gathered = gather(noCompareSampler, s, t, r, 0 /* component 0: depth */);
3196 Texture3D::Texture3D (const TextureFormat& format, int width, int height, int depth)
3197 : TextureLevelPyramid (format, computeMipPyramidLevels(width, height, depth))
3200 , m_depth (depth)
3239 const int depth = getMipPyramidLevelSize(m_depth, levelNdx);
3241 TextureLevelPyramid::allocLevel(levelNdx, width, height, depth);
3290 TextureCubeArray::TextureCubeArray (const TextureFormat& format, int size, int depth)
3293 , m_depth (depth)