Lines Matching full:levels
2162 Vec4 sampleLevelArray1D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, int depth, float lod)
2164 return sampleLevelArray1DOffset(levels, numLevels, sampler, s, lod, IVec2(0, depth)); // y-offset in 1D textures is layer selector
2167 Vec4 sampleLevelArray2D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, int depth, float lod)
2169 return sampleLevelArray2DOffset(levels, numLevels, sampler, s, t, lod, IVec3(0, 0, depth)); // z-offset in 2D textures is layer selector
2172 Vec4 sampleLevelArray3D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod)
2174 return sampleLevelArray3DOffset(levels, numLevels, sampler, s, t, r, lod, IVec3(0, 0, 0));
2177 Vec4 sampleLevelArray1DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float lod, const IVec2& offset)
2184 case Sampler::NEAREST: return levels[0].sample1DOffset(sampler, filterMode, s, offset);
2185 case Sampler::LINEAR: return levels[0].sample1DOffset(sampler, filterMode, s, offset);
2194 return levels[level].sample1DOffset(sampler, levelFilter, s, offset);
2205 tcu::Vec4 t0 = levels[level0].sample1DOffset(sampler, levelFilter, s, offset);
2206 tcu::Vec4 t1 = levels[level1].sample1DOffset(sampler, levelFilter, s, offset);
2217 Vec4 sampleLevelArray2DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float lod, const IVec3& offset)
2224 case Sampler::NEAREST: return levels
2225 case Sampler::LINEAR: return levels[0].sample2DOffset(sampler, filterMode, s, t, offset);
2234 return levels[level].sample2DOffset(sampler, levelFilter, s, t, offset);
2245 tcu::Vec4 t0 = levels[level0].sample2DOffset(sampler, levelFilter, s, t, offset);
2246 tcu::Vec4 t1 = levels[level1].sample2DOffset(sampler, levelFilter, s, t, offset);
2257 Vec4 sampleLevelArray3DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset)
2264 case Sampler::NEAREST: return levels[0].sample3DOffset(sampler, filterMode, s, t, r, offset);
2265 case Sampler::LINEAR: return levels[0].sample3DOffset(sampler, filterMode, s, t, r, offset);
2274 return levels[level].sample3DOffset(sampler, levelFilter, s, t, r, offset);
2285 tcu::Vec4 t0 = levels[level0].sample3DOffset(sampler, levelFilter, s, t, r, offset);
2286 tcu::Vec4 t1 = levels[level1].sample3DOffset(sampler, levelFilter, s, t, r, offset);
2297 float sampleLevelArray1DCompare (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float lod, const IVec2& offset)
2304 case Sampler::NEAREST: return levels[0].sample1DCompare(sampler, filterMode, ref, s, offset);
2305 case Sampler::LINEAR: return levels[0].sample1DCompare(sampler, filterMode, ref, s, offset);
2314 return levels[level].sample1DCompare(sampler, levelFilter, ref, s, offset);
2325 float t0 = levels[level0].sample1DCompare(sampler, levelFilter, ref, s, offset);
2326 float t1 = levels[level1].sample1DCompare(sampler, levelFilter, ref, s, offset);
2337 float sampleLevelArray2DCompare (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float t, float lod, const IVec3& offset)
2344 case Sampler::NEAREST: return levels[0].sample2DCompare(sampler, filterMode, ref, s, t, offset);
2345 case Sampler::LINEAR: return levels[0].sample2DCompare(sampler, filterMode, ref, s, t, offset);
2354 return levels[level].sample2DCompare(sampler, levelFilter, ref, s, t, offset);
2365 float t0 = levels[level0].sample2DCompare(sampler, levelFilter, ref, s, t, offset);
2366 float t1 = levels[level1].sample2DCompare(sampler, levelFilter, ref, s, t, offset);
2916 static inline ConstPixelBufferAccess getCubeArrayFaceAccess (const ConstPixelBufferAccess* const levels, int levelNdx, int slice, CubeFace face)
2918 const ConstPixelBufferAccess& level = levels[levelNdx];
2924 static Vec4 sampleCubeArraySeamless (const ConstPixelBufferAccess* const levels, int numLevels, int slice, CubeFace face, const Sampler& sampler, float s, float t, float lod)
2933 return sampleCubeSeamlessNearest(levels[0], sampler, s, t, faceDepth);
2939 faceAccesses[i] = getCubeArrayFaceAccess(levels, 0, slice, (CubeFace)i);
2952 return sampleCubeSeamlessNearest(levels[level], sampler, s, t, faceDepth);
2959 faceAccesses[i] = getCubeArrayFaceAccess(levels, level, slice, (CubeFace)i);
2978 t0 = sampleCubeSeamlessNearest(levels[level0], sampler, s, t, faceDepth);
2979 t1 = sampleCubeSeamlessNearest(levels[level1], sampler, s, t, faceDepth);
2989 faceAccesses0[i] = getCubeArrayFaceAccess(levels, level0, slice, (CubeFace)i);
2990 faceAccesses1[i] = getCubeArrayFaceAccess(levels, level1, slice, (CubeFace)i);
3006 static float sampleCubeArraySeamlessCompare (const ConstPixelBufferAccess* const levels, int numLevels, int slice, CubeFace face, const Sampler& sampler, float ref, float s, float t, float lod)
3015 return sampleCubeSeamlessNearestCompare(levels[0], sampler, ref, s, t, faceDepth);
3021 faceAccesses[i] = getCubeArrayFaceAccess(levels, 0, slice, (CubeFace)i);
3034 return sampleCubeSeamlessNearestCompare(levels[level], sampler, ref, s, t, faceDepth);
3041 faceAccesses[i] = getCubeArrayFaceAccess(levels, level, slice, (CubeFace)i);
3060 t0 = sampleCubeSeamlessNearestCompare(levels[level0], sampler, ref, s, t, faceDepth);
3061 t1 = sampleCubeSeamlessNearestCompare(levels[level1], sampler, ref, s, t, faceDepth);
3071 faceAccesses0[i] = getCubeArrayFaceAccess(levels, level0, slice, (CubeFace)i);
3072 faceAccesses1[i] = getCubeArrayFaceAccess(levels, level1, slice, (CubeFace)i);
3278 TextureCubeView::TextureCubeView (int numLevels, const ConstPixelBufferAccess* const (&levels) [CUBEFACE_LAST])
3282 m_levels[ndx] = levels[ndx];
3365 const ConstPixelBufferAccess* levels[CUBEFACE_LAST];
3371 levels[face] = &m_access[face][0];
3374 m_view = TextureCubeView(numLevels, levels);
3382 const ConstPixelBufferAccess* levels[CUBEFACE_LAST];
3388 levels[face] = &m_access[face][0];
3391 m_view = TextureCubeView(numLevels, levels);
3413 const ConstPixelBufferAccess* levels[CUBEFACE_LAST];
3419 levels[face] = &m_access[face][0];
3424 m_view = TextureCubeView(numLevels, levels);
3468 Texture1DArrayView::Texture1DArrayView (int numLevels, const ConstPixelBufferAccess* levels)
3470 , m_levels (levels)
3502 Texture2DArrayView::Texture2DArrayView (int numLevels, const ConstPixelBufferAccess* levels)
3504 , m_levels (levels)
3640 Texture3DView::Texture3DView (int numLevels, const ConstPixelBufferAccess* levels)
3642 , m_levels (levels)
3698 TextureCubeArrayView::TextureCubeArrayView (int numLevels, const ConstPixelBufferAccess* levels)
3700 , m_levels (levels)