/external/mesa3d/src/glsl/builtins/profiles/ |
ARB_texture_rectangle.glsl | 2 vec4 texture2DRect(sampler2DRect sampler, vec2 coord); 3 vec4 texture2DRectProj(sampler2DRect sampler, vec3 coord); 4 vec4 texture2DRectProj(sampler2DRect sampler, vec4 coord); 6 vec4 shadow2DRect(sampler2DRectShadow sampler, vec3 coord); 7 vec4 shadow2DRectProj(sampler2DRectShadow sampler, vec4 coord);
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120.vert | 5 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 9 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 11 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 13 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 14 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); 16 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); 18 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) [all...] |
EXT_texture_array.frag | 2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord); 3 vec4 texture1DArray(sampler1DArray sampler, vec2 coord, float bias); 5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord); 6 vec4 texture2DArray(sampler2DArray sampler, vec3 coord, float bias); 8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord); 9 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord, float bias); 11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
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EXT_texture_array.vert | 2 vec4 texture1DArray(sampler1DArray sampler, vec2 coord); 3 vec4 texture1DArrayLod(sampler1DArray sampler, vec2 coord, float lod); 5 vec4 texture2DArray(sampler2DArray sampler, vec3 coord); 6 vec4 texture2DArrayLod(sampler2DArray sampler, vec3 coord, float lod); 8 vec4 shadow1DArray(sampler1DArrayShadow sampler, vec3 coord); 9 vec4 shadow1DArrayLod(sampler1DArrayShadow sampler, vec3 coord, float lod); 11 vec4 shadow2DArray(sampler2DArrayShadow sampler, vec4 coord);
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OES_EGL_image_external.glsl | 4 vec4 texture2D(samplerExternalOES sampler, vec2 coord); 5 vec4 texture2DProj(samplerExternalOES sampler, vec3 coord); 6 vec4 texture2DProj(samplerExternalOES sampler, vec4 coord);
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100.frag | 2 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 3 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 4 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); 6 vec4 textureCube (samplerCube sampler, vec3 coord, float bias);
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100.vert | 2 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 3 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 4 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 6 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
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OES_texture_3D.frag | 4 vec4 texture3D (sampler3D sampler, vec3 coord); 5 vec4 texture3DProj (sampler3D sampler, vec4 coord); 6 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 7 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias);
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OES_texture_3D.vert | 4 vec4 texture3D (sampler3D sampler, vec3 coord); 5 vec4 texture3DProj (sampler3D sampler, vec4 coord); 6 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 7 vec4 texture3DProjLod (sampler3D sampler, vec4 coord, float lod);
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130.frag | 4 vec4 texture( sampler1D sampler, float P, float bias); 5 ivec4 texture(isampler1D sampler, float P, float bias); 6 uvec4 texture(usampler1D sampler, float P, float bias); 8 vec4 texture( sampler2D sampler, vec2 P, float bias); 9 ivec4 texture(isampler2D sampler, vec2 P, float bias); 10 uvec4 texture(usampler2D sampler, vec2 P, float bias); 12 vec4 texture( sampler3D sampler, vec3 P, float bias); 13 ivec4 texture(isampler3D sampler, vec3 P, float bias); 14 uvec4 texture(usampler3D sampler, vec3 P, float bias); 16 vec4 texture( samplerCube sampler, vec3 P, float bias) [all...] |
140.frag | 3 vec4 texture( sampler1D sampler, float P, float bias); 4 ivec4 texture(isampler1D sampler, float P, float bias); 5 uvec4 texture(usampler1D sampler, float P, float bias); 7 vec4 texture( sampler2D sampler, vec2 P, float bias); 8 ivec4 texture(isampler2D sampler, vec2 P, float bias); 9 uvec4 texture(usampler2D sampler, vec2 P, float bias); 11 vec4 texture( sampler3D sampler, vec3 P, float bias); 12 ivec4 texture(isampler3D sampler, vec3 P, float bias); 13 uvec4 texture(usampler3D sampler, vec3 P, float bias); 15 vec4 texture( samplerCube sampler, vec3 P, float bias) [all...] |
110.vert | 9 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 10 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 11 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 14 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 15 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 17 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 18 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); 20 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); 22 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) [all...] |
ARB_shader_texture_lod.frag | 5 vec4 texture1DLod (sampler1D sampler, float coord, float lod); 6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod); 7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod); 8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod); 9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod); 10 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod); 11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod); 12 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod); 13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod); 14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod) [all...] |
ARB_shader_texture_lod.glsl | 2 vec4 texture1DGradARB (sampler1D sampler, 4 vec4 texture1DProjGradARB (sampler1D sampler, 6 vec4 texture1DProjGradARB (sampler1D sampler, 9 vec4 texture2DGradARB (sampler2D sampler, 11 vec4 texture2DProjGradARB (sampler2D sampler, 13 vec4 texture2DProjGradARB (sampler2D sampler, 16 vec4 texture3DGradARB (sampler3D sampler, 18 vec4 texture3DProjGradARB (sampler3D sampler, 21 vec4 textureCubeGradARB (samplerCube sampler, 24 vec4 shadow1DGradARB (sampler1DShadow sampler, [all...] |
140.glsl | 476 int textureSize( sampler1D sampler, int lod); 477 int textureSize(isampler1D sampler, int lod); 478 int textureSize(usampler1D sampler, int lod); 480 ivec2 textureSize( sampler2D sampler, int lod); 481 ivec2 textureSize(isampler2D sampler, int lod); 482 ivec2 textureSize(usampler2D sampler, int lod); 484 ivec3 textureSize( sampler3D sampler, int lod); 485 ivec3 textureSize(isampler3D sampler, int lod); 486 ivec3 textureSize(usampler3D sampler, int lod); 488 ivec2 textureSize( samplerCube sampler, int lod) [all...] |
110.frag | 6 vec4 texture1D (sampler1D sampler, float coord, float bias); 7 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); 8 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); 10 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 11 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 12 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); 14 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 15 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); 17 vec4 textureCube (samplerCube sampler, vec3 coord, float bias); 19 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) [all...] |
120.frag | 5 vec4 texture1D (sampler1D sampler, float coord, float bias); 6 vec4 texture1DProj (sampler1D sampler, vec2 coord, float bias); 7 vec4 texture1DProj (sampler1D sampler, vec4 coord, float bias); 9 vec4 texture2D (sampler2D sampler, vec2 coord, float bias); 10 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias); 11 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias); 13 vec4 texture3D (sampler3D sampler, vec3 coord, float bias); 14 vec4 texture3DProj (sampler3D sampler, vec4 coord, float bias); 16 vec4 textureCube (samplerCube sampler, vec3 coord, float bias); 18 vec4 shadow1D (sampler1DShadow sampler, vec3 coord, float bias) [all...] |
130.glsl | 472 int textureSize( sampler1D sampler, int lod); 473 int textureSize(isampler1D sampler, int lod); 474 int textureSize(usampler1D sampler, int lod); 476 ivec2 textureSize( sampler2D sampler, int lod); 477 ivec2 textureSize(isampler2D sampler, int lod); 478 ivec2 textureSize(usampler2D sampler, int lod); 480 ivec3 textureSize( sampler3D sampler, int lod); 481 ivec3 textureSize(isampler3D sampler, int lod); 482 ivec3 textureSize(usampler3D sampler, int lod); 484 ivec2 textureSize( samplerCube sampler, int lod) [all...] |
/frameworks/rs/java/tests/RSTest_CompatLib/src/com/android/rs/test/ |
UT_sampler.java | 26 Sampler minification; 27 Sampler magnification; 28 Sampler wrapS; 29 Sampler wrapT; 30 Sampler anisotropy; 33 super(rstc, "Sampler", ctx); 37 private Sampler.Builder getDefaultBuilder(RenderScript RS) { 38 Sampler.Builder b = new Sampler.Builder(RS); 39 b.setMinification(Sampler.Value.NEAREST) [all...] |
/frameworks/rs/java/tests/RSTest_CompatLibLegacy/src/com/android/rs/test/ |
UT_sampler.java | 26 Sampler minification; 27 Sampler magnification; 28 Sampler wrapS; 29 Sampler wrapT; 30 Sampler anisotropy; 33 super(rstc, "Sampler", ctx); 37 private Sampler.Builder getDefaultBuilder(RenderScript RS) { 38 Sampler.Builder b = new Sampler.Builder(RS); 39 b.setMinification(Sampler.Value.NEAREST) [all...] |
/frameworks/rs/java/tests/RsTest/src/com/android/rs/test/ |
UT_sampler.java | 26 Sampler minification; 27 Sampler magnification; 28 Sampler wrapS; 29 Sampler wrapT; 30 Sampler anisotropy; 33 super(rstc, "Sampler", ctx); 37 private Sampler.Builder getDefaultBuilder(RenderScript RS) { 38 Sampler.Builder b = new Sampler.Builder(RS); 39 b.setMinification(Sampler.Value.NEAREST) [all...] |
/cts/tests/tests/renderscript/src/android/renderscript/cts/ |
SamplerTest.java | 19 import android.renderscript.Sampler; 20 import android.renderscript.Sampler.Value; 24 Sampler.Value[] mMinValues; 25 Sampler.Value[] mMagValues; 26 Sampler.Value[] mWrapValues; 32 mMinValues = new Sampler.Value[4]; 33 mMinValues[0] = Sampler.Value.NEAREST; 34 mMinValues[1] = Sampler.Value.LINEAR; 35 mMinValues[2] = Sampler.Value.LINEAR_MIP_LINEAR; 36 mMinValues[3] = Sampler.Value.LINEAR_MIP_NEAREST [all...] |
/frameworks/rs/ |
rsSampler.cpp | 25 Sampler::Sampler(Context *rsc) : ObjectBase(rsc) { 30 Sampler::Sampler(Context *rsc, 44 mRSC->mHal.funcs.sampler.init(mRSC, this); 47 Sampler::~Sampler() { 48 mRSC->mHal.funcs.sampler.destroy(mRSC, this); 51 void Sampler::preDestroy() const { 60 void Sampler::bindToContext(SamplerState *ss, uint32_t slot) [all...] |
/external/deqp/android/cts/master/src/ |
vulkan-hw-issues.txt | 2 dEQP-VK.pipeline.sampler.view_type.cube.format.a2b10g10r10_unorm_pack32.mag_filter.linear 3 dEQP-VK.pipeline.sampler.view_type.cube_array.format.a2b10g10r10_unorm_pack32.mag_filter.linear 5 dEQP-VK.pipeline.sampler.view_type.cube.format.etc2_r8g8b8_srgb_block.mag_filter.linear 6 dEQP-VK.pipeline.sampler.view_type.cube.format.etc2_r8g8b8a1_srgb_block.mag_filter.linear 7 dEQP-VK.pipeline.sampler.view_type.cube.format.etc2_r8g8b8a8_srgb_block.mag_filter.linear 8 dEQP-VK.pipeline.sampler.view_type.cube.format.r8_srgb.mag_filter.linear 9 dEQP-VK.pipeline.sampler.view_type.cube.format.r8g8_srgb.mag_filter.linear 10 dEQP-VK.pipeline.sampler.view_type.cube.format.r8g8b8a8_srgb.mag_filter.linear 11 dEQP-VK.pipeline.sampler.view_type.cube_array.format.etc2_r8g8b8_srgb_block.mag_filter.linear 12 dEQP-VK.pipeline.sampler.view_type.cube_array.format.etc2_r8g8b8a1_srgb_block.mag_filter.linea [all...] |
/external/mesa3d/src/mesa/drivers/dri/i965/ |
gen7_sampler_state.c | 33 * Sets the sampler state for a single unit. 37 struct gen7_sampler_state *sampler) 52 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; 53 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; 57 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; 58 sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; 61 sampler->ss0.min_filter = BRW_MAPFILTER_NEAREST; 62 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST; 65 sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; 66 sampler->ss0.mip_filter = BRW_MIPFILTER_NEAREST [all...] |