Searched refs:textureSampling (Results 1 – 6 of 6) sorted by relevance
31 textureSampling = false; in VertexShader()68 textureSampling = false; in VertexShader()157 return textureSampling; in containsTextureSampling()320 textureSampling = false; in analyzeTextureSampling()326 textureSampling = true; in analyzeTextureSampling()
74 bool textureSampling; member in sw::VertexShader
42 const bool textureSampling = state.textureSampling; in generate() local58 …UInt indexQ = !textureSampling ? UInt(index & 0xFFFFFFFC) : index; // FIXME: TEXLDL hack to have… in generate()142 const bool textureSampling = state.textureSampling; in readStream() local147 Pointer<Byte> source1 = source0 + (!textureSampling ? stride : 0); in readStream()148 Pointer<Byte> source2 = source1 + (!textureSampling ? stride : 0); in readStream()149 Pointer<Byte> source3 = source2 + (!textureSampling ? stride : 0); in readStream()
93 if(state.textureSampling) in program()
56 bool textureSampling : 1; // TODO: Eliminate by querying shader. member
947 …state.textureSampling = context->vertexShader ? context->vertexShader->containsTextureSampling() :… in update()