D | SamplerCore.cpp | 29 Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &dRef, Float &&l… in sampleTexture() argument 151 …c = sampleFloatFilter(texture, u, v, w, a, dRef, offset, sample, lod, anisotropy, uDelta, vDelta, … in sampleTexture() 801 …Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, … in sampleFloatFilter() argument 803 …Vector4f c = sampleFloatAniso(texture, u, v, w, a, dRef, offset, sample, lod, anisotropy, uDelta, … in sampleFloatFilter() 812 …Vector4f cc = sampleFloatAniso(texture, u, v, w, a, dRef, offset, sample, lod, anisotropy, uDelta,… in sampleFloatFilter() 825 …Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, … in sampleFloatAniso() argument 831 c = sampleFloat(texture, u, v, w, a, dRef, offset, sample, lod, secondLOD, function); in sampleFloatAniso() 860 c = sampleFloat(texture, u0, v0, w, a, dRef, offset, sample, lod, secondLOD, function); in sampleFloatAniso() 883 …Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, … in sampleFloat() argument 887 return sampleFloat2D(texture, u, v, w, a, dRef, offset, sample, lod, secondLOD, function); in sampleFloat() [all …]
|