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  /external/mesa3d/src/mesa/main/
texcompress_rgtc.c 316 GLint rowStride, GLint i, GLint j, GLfloat *texel)
320 texel[RCOMP] = UBYTE_TO_FLOAT(red);
321 texel[GCOMP] = 0.0;
322 texel[BCOMP] = 0.0;
323 texel[ACOMP] = 1.0;
328 GLint rowStride, GLint i, GLint j, GLfloat *texel)
332 texel[RCOMP] =
333 texel[GCOMP] =
334 texel[BCOMP] = UBYTE_TO_FLOAT(red);
335 texel[ACOMP] = 1.0
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texcompress_s3tc.c 363 GLint rowStride, GLint i, GLint j, GLfloat *texel)
368 texel[RCOMP] = UBYTE_TO_FLOAT(tex[RCOMP]);
369 texel[GCOMP] = UBYTE_TO_FLOAT(tex[GCOMP]);
370 texel[BCOMP] = UBYTE_TO_FLOAT(tex[BCOMP]);
371 texel[ACOMP] = UBYTE_TO_FLOAT(tex[ACOMP]);
380 GLint rowStride, GLint i, GLint j, GLfloat *texel)
385 texel[RCOMP] = UBYTE_TO_FLOAT(tex[RCOMP]);
386 texel[GCOMP] = UBYTE_TO_FLOAT(tex[GCOMP]);
387 texel[BCOMP] = UBYTE_TO_FLOAT(tex[BCOMP]);
388 texel[ACOMP] = UBYTE_TO_FLOAT(tex[ACOMP])
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texcompress_etc.c     [all...]
texcompress_bptc.c 243 * partition is represented by a 32-bit value which gives 2 bits per texel
452 int texel)
454 if (texel == 0)
461 return anchor_indices[0][partition_num] == texel;
463 return (anchor_indices[1][partition_num] == texel ||
464 anchor_indices[2][partition_num] == texel);
474 int texel)
478 if (texel == 0)
485 if (texel > anchor_indices[0][partition_num])
489 if (texel > anchor_indices[1][partition_num]
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texcompress.h 51 /** A function to fetch one texel from a compressed texture */
55 GLfloat *texel);
texcompress_fxt1.c 173 #define MAX_COMP 4 /* ever needed maximum number of components in texel */
244 #define CALCCDOT(TEXEL, NV, NC, IV, B, V)\
250 TEXEL = (GLint)(dot + B); \
252 if (TEXEL < 0) { \
253 TEXEL = 0; \
254 } else if (TEXEL > NV) { \
255 TEXEL = NV; \
733 GLint texel; local
735 CALCCDOT(texel, n_vect, n_comp, iv, b, input[k]);
736 /* add in texel */
753 GLint texel; local
840 GLint texel = n_vect + 1; \/* transparent black *\/ local
936 GLint texel = n_vect + 1; \/* transparent black *\/ local
970 GLint texel = n_vect + 1; \/* transparent black *\/ local
1099 GLint texel; local
1132 GLint texel; local
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texobj.c 952 GLubyte texel[24]; local
960 texel[4*face + 0] =
961 texel[4*face + 1] =
962 texel[4*face + 2] = 0x0;
963 texel[4*face + 3] = 0xff;
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  /system/core/libpixelflinger/codeflinger/
texturing.cpp 444 pixel_t& texel = parts.texel[i]; local
450 comment("fetch texel");
451 texel.setTo(regs.obtain(), &tmu.format);
452 load(txPtr, texel, WRITE_BACK);
520 // sample the texel center
533 // and compute offset to the next texel
622 texel.setTo(regs.obtain(), &tmu.format);
623 txPtr.setTo(texel.reg, tmu.bits);
634 // load texel
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GGLAssembler.h 317 pixel_t texel[GGL_TEXTURE_UNIT_COUNT]; member in struct:android::GGLAssembler::fragment_parts_t
374 const pixel_t& texel, int component);
378 const pixel_t& texel, int component);
382 const pixel_t& texel, int component, int tmu);
386 const pixel_t& texel, int component);
453 pixel_t& texel, const texture_unit_t& tmu,
458 pixel_t& texel, const texture_unit_t& tmu,
463 pixel_t& texel, const texture_unit_t& tmu,
468 pixel_t& texel, const texture_unit_t& tmu,
GGLAssembler.cpp 233 // texel generation
259 pixel = directTex ? parts.texel[directTex-1] : parts.iterated;
510 (parts.texel[i].component_size(component) < dst_size)) {
543 // we're here only if we fetched a texel
611 temp = component_t(parts.texel[i], component);
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  /external/mesa3d/src/mesa/swrast/
s_fragprog.c 50 * Apply texture object's swizzle (X/Y/Z/W/0/1) to incoming 'texel'
54 swizzle_texel(const GLfloat texel[4], GLfloat colorOut[4], GLuint swizzle)
57 COPY_4V(colorOut, texel);
61 vector[SWIZZLE_X] = texel[0];
62 vector[SWIZZLE_Y] = texel[1];
63 vector[SWIZZLE_Z] = texel[2];
64 vector[SWIZZLE_W] = texel[3];
76 * Fetch a texel with given lod.
104 * Fetch a texel with the given partial derivatives to compute a level
s_texfetch_tmp.h 29 * Texel fetch functions template.
31 * This template file is used by texfetch.c to generate texel fetch functions
36 * for the texel lookup in the gl_texture_image::Data.
75 GLint i, GLint j, GLint k, GLfloat *texel) \
78 _mesa_unpack_float_z_row(MESA_FORMAT_##x, 1, src, texel); \
84 GLint i, GLint j, GLint k, GLfloat *texel) \
87 _mesa_unpack_rgba_row(MESA_FORMAT_##x, 1, src, (GLvoid *)texel); \
187 FETCH_RGBA(YCBCR, GLushort, 1) /* Fetch texel from 1D, 2D or 3D ycbcr texture, returning RGBA. */
188 FETCH_RGBA(YCBCR_REV, GLushort, 1) /* Fetch texel from 1D, 2D or 3D ycbcr texture, returning RGBA. */
s_texfetch.c 30 * Texel fetch/store functions
51 /* Texel fetch routines for all supported formats
64 * All compressed texture texel fetching is done though this function.
65 * Basically just call a core-Mesa texel fetch function.
69 GLint i, GLint j, GLint k, GLfloat *texel)
81 i, j, texel);
87 * Null texel fetch function.
92 GLint i, GLint j, GLint k, GLfloat *texel )
95 texel[RCOMP] = 0.0;
96 texel[GCOMP] = 0.0
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s_texfilter.c 151 * Used to compute texel locations for linear sampling.
157 * i0, i1 = returns two nearest texel indexes
288 * Used to compute texel location for nearest sampling.
807 * Put z into texel according to GL_DEPTH_MODE.
810 apply_depth_mode(GLenum depthMode, GLfloat z, GLfloat texel[4])
814 ASSIGN_4V(texel, z, z, z, 1.0F);
817 ASSIGN_4V(texel, z, z, z, z);
820 ASSIGN_4V(texel, 0.0F, 0.0F, 0.0F, z);
823 ASSIGN_4V(texel, z, 0.0F, 0.0F, 1.0F);
898 /* fetch texel colors *
1441 GLubyte *texel = (GLubyte *) swImg->ImageSlices[0] + 3 * pos; local
1486 const GLuint texel = *((GLuint *) swImg->ImageSlices[0] + pos); local
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  /external/mesa3d/src/gallium/auxiliary/vl/
vl_compositor.c 168 * texel[0..1].x = tex(t_tc[0..1][0])
169 * texel[0..1].y = tex(t_tc[0..1][1])
170 * texel[0..1].z = tex(t_tc[0..1][2])
200 create_frag_shader_csc(struct ureg_program *shader, struct ureg_dst texel,
216 ureg_MOV(shader, ureg_writemask(texel, TGSI_WRITEMASK_W),
221 ureg_src(texel));
224 ureg_scalar(ureg_src(texel), TGSI_SWIZZLE_Z));
242 struct ureg_dst texel; local
254 texel = ureg_DECL_temporary(shader);
258 * texel.xyz = tex(tc, sampler[i]
276 struct ureg_dst texel, fragment; local
299 struct ureg_dst texel, fragment; local
332 struct ureg_dst texel; local
378 struct ureg_dst texel, fragment; local
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  /frameworks/native/libs/gui/tests/
MultiTextureConsumer_test.cpp 88 uint32_t texel = 0x80808080; local
90 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &texel);
  /external/skia/src/gpu/instanced/
InstancedOp.cpp 106 ParamsTexel& texel = fParams.push_back(); local
107 texel.fX = SkScalarToFloat(x);
108 texel.fY = SkScalarToFloat(y);
109 texel.fZ = SkScalarToFloat(z);
110 texel.fW = SkScalarToFloat(w);
116 ParamsTexel& texel = fParams.push_back(); local
117 texel.fX = SkScalarToFloat(x);
118 texel.fY = SkScalarToFloat(y);
119 texel.fZ = SkScalarToFloat(z);
  /external/mesa3d/src/gallium/auxiliary/gallivm/
lp_bld_sample.h 110 LLVMValueRef *texel; member in struct:lp_sampler_params
415 LLVMValueRef *texel)
424 lp_build_swizzle_soa_inplace(&bld->texel_bld, texel, swizzles);
lp_bld_tgsi_soa.c     [all...]
lp_bld_sample_soa.c 67 * Generate code to fetch a texel from a texture at int coords (x, y, z).
69 * The result, texel, will be float vectors:
70 * texel[0] = red values
71 * texel[1] = green values
72 * texel[2] = blue values
73 * texel[3] = alpha values
174 * texel = border_color;
177 * texel = sample_texture(coord);
180 * the texel color results with the border color.
184 /* select texel color or border color depending on use_border. *
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  /frameworks/native/opengl/tests/finish/
finish.cpp 162 printf("512x512 (1x1 texel MODIFIED texture), 512x512 blit:\n");
179 int16_t texel = 0xF800;
181 1, 1, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, &texel);
210 printf("1x1 (1x1 texel MODIFIED texture), 512x512 blit:\n");
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_tex_sample.c 248 * The 'texel' parameter returns four vectors corresponding to R, G, B, A.
263 lp_build_sample_nop(gallivm, params->type, params->coords, params->texel);
  /external/mesa3d/src/gallium/drivers/swr/
swr_tex_sample.cpp 274 * The 'texel' parameter returns four vectors corresponding to R, G, B, A.
289 lp_build_sample_nop(gallivm, params->type, params->coords, params->texel);
  /system/core/libpixelflinger/
scanline.cpp 696 pixel_t texel; local
747 tx.surface.read(&tx.surface, c, u, v, &texel);
794 texel.s[j] = texels[0].s[j];
795 if (!texel.s[j]) continue;
796 texel.s[j] += 8;
797 texel.c[j] = texels[0].c[j]*mm[0] +
807 uint32_t& Ct = texel.c[j];
809 uint8_t& st = texel.s[j];
810 uint32_t At = texel.c[0];
811 uint8_t sat = texel.s[0]
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  /external/mesa3d/docs/specs/
MESA_texture_array.spec 74 2D textures. The per-fragment texel is selected by the R texture
263 "Various parameters control how the texel array is treated when
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