/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 [all...] |
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]) [all...] |
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] [all...] |
texcompress.h | 51 /** A function to fetch one texel from a compressed texture */ 55 GLfloat *texel);
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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 [all...] |
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; [all...] |
/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 [all...] |
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,
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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); [all...] |
/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
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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. */
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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 [all...] |
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 [all...] |
/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 [all...] |
/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);
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/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);
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/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);
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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. * [all...] |
/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");
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/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);
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/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);
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/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] [all...] |
/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 [all...] |