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    Searched refs:textureSampling (Results 1 - 7 of 7) sorted by null

  /external/swiftshader/src/Shader/
VertexShader.hpp 74 bool textureSampling;
VertexShader.cpp 31 textureSampling = false;
68 textureSampling = false;
157 return textureSampling;
319 textureSampling = false;
325 textureSampling = true;
VertexRoutine.cpp 42 const bool textureSampling = state.textureSampling;
58 UInt indexQ = !textureSampling ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have independent LODs, hurts performance.
142 const bool textureSampling = state.textureSampling;
147 Pointer<Byte> source1 = source0 + (!textureSampling ? stride : 0);
148 Pointer<Byte> source2 = source1 + (!textureSampling ? stride : 0);
149 Pointer<Byte> source3 = source2 + (!textureSampling ? stride : 0);
VertexProgram.cpp 90 if(state.textureSampling)
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  /external/swiftshader/src/Renderer/
VertexProcessor.hpp 54 bool textureSampling : 1; // TODO: Eliminate by querying shader.
VertexProcessor.cpp 929 state.textureSampling = context->vertexShader ? context->vertexShader->containsTextureSampling() : false;
  /external/swiftshader/tests/fuzzers/
VertexRoutineFuzzer.cpp 137 state.textureSampling = bytecodeShader->containsTextureSampling();

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