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/third_party/vk-gl-cts/framework/common/
DtcuTexture.hpp475 …stPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, int level, float lod);
476 …, int numLevels, const Sampler& sampler, float s, float t, int depth, float lod, bool es2 = false);
477 …BufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod);
479 …ufferAccess* levels, int numLevels, const Sampler& sampler, float s, float lod, const IVec2& offse…
480 …ss* levels, int numLevels, const Sampler& sampler, float s, float t, float lod, const IVec3& offse…
481 …s, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offse…
483 …* levels, int numLevels, const Sampler& sampler, float ref, float s, float lod, const IVec2& offse…
484 … int numLevels, const Sampler& sampler, float ref, float s, float t, float lod, const IVec3& offse…
538 Vec4 sample (const Sampler& sampler, float s, float t, float lod) const;
539 …Vec4 sampleOffset (const Sampler& sampler, float s, float t, float lod, const IVec2& offset…
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/third_party/glslang/Test/
Dspv.texture.vert14 float lod = 3.0;
20 color += textureLod(texSampler1D, coords1D, lod);
21 color += textureProjLod(texSampler1D, coords2D, lod);
22 color += textureProjLod(texSampler1D, coords4D, lod);
24 color += textureLod (texSampler2D, coords2D, lod);
25 color += textureProjLod (texSampler2D, coords3D, lod);
26 color += textureProjLod (texSampler2D, coords4D, lod);
28 color += textureLod (texSampler3D, coords3D, lod);
29 color += textureProjLod (texSampler3D, coords4D, lod);
31 color += textureLod (texSamplerCube, coords3D, lod);
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Dspv.queryL.frag28 vec2 lod;
33 lod = textureQueryLod(samp1D, pf);
34 lod += textureQueryLod(isamp2D, pf2);
35 lod += textureQueryLod(usamp3D, pf3);
36 lod += textureQueryLod(sampCube, pf3);
37 lod += textureQueryLod(isamp1DA, pf);
38 lod += textureQueryLod(usamp2DA, pf2);
39 lod += textureQueryLod(isampCubeA, pf3);
41 lod += textureQueryLod(samp1Ds, pf);
42 lod += textureQueryLod(samp2Ds, pf2);
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Dspv.textureGatherBiasLod.frag15 in float lod;
57 texel += textureGatherLodAMD(s2D, c2, lod);
58 texel += textureGatherLodAMD(s2DArray, c3, lod, 1);
59 texel += textureGatherLodAMD(sCube, c3, lod, 2);
60 texel += textureGatherLodAMD(sCubeArray, c4, lod, 3);
62 texel += textureGatherLodOffsetAMD(s2D, c2, lod, offsets[0]);
63 texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], 1);
65 texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets);
66 texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 1);
68 sparseTextureGatherLodAMD(s2D, c2, lod, result);
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Dspv.shaderImageFootprint.frag10 layout (location = 5) in float lod;
44 lod2D = fp2D.lod;
51 lod2D += fp2D.lod;
58 lod2D += fp2D.lod;
65 lod2D += fp2D.lod;
68 ret2D = textureFootprintLodNV(sample2D, P2, lod, granularity, true, fp2D);
72 lod2D += fp2D.lod;
79 lod2D += fp2D.lod;
86 lod2D += fp2D.lod;
93 lod3D = fp3D.lod;
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D150.frag109 vec2 lod;
114 lod = textureQueryLod(samp1D, pf); // ERROR, extension GL_ARB_texture_query_lod needed
115 lod = textureQueryLod(samp2Ds, pf2); // ERROR, extension GL_ARB_texture_query_lod needed
136 vec2 lod;
141 lod = textureQueryLod(samp1D, pf);
142 lod = textureQueryLod(isamp2D, pf2);
143 lod = textureQueryLod(usamp3D, pf3);
144 lod = textureQueryLod(sampCube, pf3);
145 lod = textureQueryLod(isamp1DA, pf);
146 lod = textureQueryLod(usamp2DA, pf2);
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Dspv.imageLoadStoreLod.frag21 const int lod = 3;
24 f4 += imageLoadLodAMD(i1D, c1, lod);
25 f4 += imageLoadLodAMD(i2D, c2, lod);
26 f4 += imageLoadLodAMD(i3D, c3, lod);
28 imageStoreLodAMD(iiCube, c3, lod, ivec4(f4));
29 imageStoreLodAMD(ii1DArray, c2, lod, ivec4(f4));
32 sparseImageLoadLodAMD(ui2DArray, c3, lod, u4);
33 sparseImageLoadLodAMD(uiCubeArray, c3, lod, u4);
Dspv.float16Fetch.frag65 layout(location = 5) in float lod;
163 texel += textureLod(s1D, c1, lod);
165 texel += textureLod(s2D, c2, lod);
167 texel += textureLod(s3D, c3, lod);
169 texel += textureLod(sCube, c3, lod);
171 texel.x += textureLod(s1DShadow, c3, lod);
173 texel.x += textureLod(s2DShadow, c3, lod);
175 texel += textureLod(s1DArray, c2, lod);
177 texel += textureLod(s2DArray, c3, lod);
179 texel.x += textureLod(s1DArrayShadow, c3, lod);
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D400.frag163 vec2 lod;
168 lod = textureQueryLod(samp1D, pf);
169 lod = textureQueryLod(isamp2D, pf2);
170 lod = textureQueryLod(usamp3D, pf3);
171 lod = textureQueryLod(sampCube, pf3);
172 lod = textureQueryLod(isamp1DA, pf);
173 lod = textureQueryLod(usamp2DA, pf2);
174 lod = textureQueryLod(isampCubeA, pf3);
176 lod = textureQueryLod(samp1Ds, pf);
177 lod = textureQueryLod(samp2Ds, pf2);
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/third_party/glslang/Test/baseResults/
Dspv.queryL.frag.out19 Name 9 "lod"
177 9(lod): 8(ptr) Variable Function
185 Store 9(lod) 18
189 28: 7(fvec2) Load 9(lod)
191 Store 9(lod) 29
195 41: 7(fvec2) Load 9(lod)
197 Store 9(lod) 42
201 50: 7(fvec2) Load 9(lod)
203 Store 9(lod) 51
207 59: 7(fvec2) Load 9(lod)
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Dspv.texture.vert.out13 Name 8 "lod"
88 8(lod): 7(ptr) Variable Function
93 Store 8(lod) 9
100 32: 6(float) Load 8(lod)
107 41: 6(float) Load 8(lod)
114 47: 6(float) Load 8(lod)
123 59: 6(float) Load 8(lod)
130 65: 6(float) Load 8(lod)
137 71: 6(float) Load 8(lod)
146 83: 6(float) Load 8(lod)
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Dspv.textureGatherBiasLod.frag.out31 Name 176 "lod"
45 Decorate 176(lod) Location 3
95 176(lod): 24(ptr) Variable Input
250 177: 6(float) Load 176(lod)
257 183: 6(float) Load 176(lod)
264 189: 6(float) Load 176(lod)
271 195: 6(float) Load 176(lod)
278 201: 6(float) Load 176(lod)
285 207: 6(float) Load 176(lod)
292 213: 6(float) Load 176(lod)
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/third_party/skia/third_party/externals/swiftshader/src/Shader/
DSamplerCore.hpp55 static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod);
62 …offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
63 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy,…
64 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy,…
65 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool …
66 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool …
67 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, Sa…
68 …ture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy,…
69 …ture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy,…
70 …ture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool …
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DSamplerCore.cpp100 Float lod; in sampleTexture() local
109 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function); in sampleTexture()
115 computeLodCube(texture, lod, u, v, w, bias.x, dsx, dsy, M, function); in sampleTexture()
120 computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function); in sampleTexture()
125 …c = sampleFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, functio… in sampleTexture()
129 …Vector4f cf = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, … in sampleTexture()
309 Float lod; in sampleTexture() local
318 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function); in sampleTexture()
324 computeLodCube(texture, lod, u, v, w, bias.x, dsx, dsy, M, function); in sampleTexture()
329 computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function); in sampleTexture()
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/third_party/skia/third_party/externals/swiftshader/src/Pipeline/
DSamplerCore.hpp68 …offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod);
69 …, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy,…
70 …, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy,…
71 …, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, Sa…
72 …, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, Sa…
73 …at4 &u, Float4 &v, Float4 &w, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, Sa…
74 …onst Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy,…
75 …onst Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy,…
76 …onst Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, Sa…
77 …onst Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, Sa…
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DSamplerCore.cpp45 Float lod; in sampleTexture() local
65 lod = state.minLod; in sampleTexture()
71 computeLod1D(texture, lod, u, dsx, dsy, function); in sampleTexture()
75 computeLod2D(texture, lod, anisotropy, uDelta, vDelta, u, v, dsx, dsy, function); in sampleTexture()
79 computeLodCube(texture, lod, uvwa[0], uvwa[1], uvwa[2], dsx, dsy, M, function); in sampleTexture()
83 computeLod3D(texture, lod, u, v, w, dsx, dsy, function); in sampleTexture()
94 lod += bias; in sampleTexture()
100 lod = lodOrBias + state.mipLodBias; in sampleTexture()
105 lod = Float(As<Int>(lodOrBias)); in sampleTexture()
109 lod = Float(0); in sampleTexture()
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/third_party/mesa3d/src/gallium/frontends/nine/
Dbasetexture9.c72 This->managed.lod = 0; in NineBaseTexture9_ctor()
118 DWORD old = This->managed.lod; in NineBaseTexture9_SetLOD()
124 This->managed.lod = MIN2(LODNew, This->level_count-1); in NineBaseTexture9_SetLOD()
126 if (This->managed.lod != old && This->bind_count && list_is_empty(&This->list)) in NineBaseTexture9_SetLOD()
137 return This->managed.lod; in NineBaseTexture9_GetLOD()
177 unsigned l, min_level_dirty = This->managed.lod; in NineBaseTexture9_UploadSelf()
185 update_lod = This->managed.lod_resident != This->managed.lod; in NineBaseTexture9_UploadSelf()
195 DBG("updating LOD from %u to %u ...\n", This->managed.lod_resident, This->managed.lod); in NineBaseTexture9_UploadSelf()
222 NineSurface9_SetResource(tex->surfaces[l], res, l - This->managed.lod); in NineBaseTexture9_UploadSelf()
231 res, l - This->managed.lod); in NineBaseTexture9_UploadSelf()
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/third_party/skia/third_party/externals/opengl-registry/extensions/AMD/
DAMD_shader_image_load_store_lod.txt88 gimage1D image, int P, int lod
89 gimage2D image, ivec2 P, int lod
90 gimage3D image, ivec3 P, int lod
91 gimageCube image, ivec3 P, int lod
92 gimage1DArray image, ivec2 P, int lod
93 gimage2DArray image, ivec3 P, int lod
94 gimageCubeArray image, ivec3 P, int lod
106 | | <image>, <P>, <lod> identify |
121 | | <lod> identify a valid texel, |
141 | ivec2 P, int lod, | the image <image> as |
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/third_party/openGLES/extensions/AMD/
DAMD_shader_image_load_store_lod.txt88 gimage1D image, int P, int lod
89 gimage2D image, ivec2 P, int lod
90 gimage3D image, ivec3 P, int lod
91 gimageCube image, ivec3 P, int lod
92 gimage1DArray image, ivec2 P, int lod
93 gimage2DArray image, ivec3 P, int lod
94 gimageCubeArray image, ivec3 P, int lod
106 | | <image>, <P>, <lod> identify |
121 | | <lod> identify a valid texel, |
141 | ivec2 P, int lod, | the image <image> as |
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/third_party/skia/third_party/externals/spirv-cross/shaders-msl/tese/
Dwater_tess.tese38 mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod)
41 textureLod(uHeightmapDisplacement, uv + 0.5 * off, lod.x).xyz,
42 textureLod(uHeightmapDisplacement, uv + 1.0 * off, lod.x + 1.0).xyz,
43 lod.y);
50 mediump vec2 lod = lod_factor(tess_coord);
55 mediump float delta_mod = exp2(lod.x);
59 vec3 height_displacement = sample_height_displacement(tex, off, lod);
/third_party/skia/third_party/externals/spirv-cross/shaders/tese/
Dwater_tess.tese38 mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod)
41 textureLod(uHeightmapDisplacement, uv + 0.5 * off, lod.x).xyz,
42 textureLod(uHeightmapDisplacement, uv + 1.0 * off, lod.x + 1.0).xyz,
43 lod.y);
50 mediump vec2 lod = lod_factor(tess_coord);
55 mediump float delta_mod = exp2(lod.x);
59 vec3 height_displacement = sample_height_displacement(tex, off, lod);
/third_party/skia/third_party/externals/spirv-cross/reference/shaders/tese/
Dwater_tess.tese36 mediump vec3 sample_height_displacement(vec2 uv, vec2 off, mediump vec2 lod)
38 …isplacement, uv + (off * 0.5), lod.x).xyz, textureLod(uHeightmapDisplacement, uv + (off * 1.0), lo…
47 mediump vec2 lod = lod_factor(param_1);
50 mediump float delta_mod = exp2(lod.x);
55 mediump vec2 param_4 = lod;
/third_party/vk-gl-cts/modules/gles3/functional/
Des3fVertexTextureTests.cpp454 …e2D& tex, const Vec2& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x… in sample() argument
455 … tex, const Vec3& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), c… in sample() argument
456 … tex, const Vec3& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), c… in sample() argument
457 … tex, const Vec3& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), c… in sample() argument
460 void computeReference (const typename TexTypeTcuClass<TexType>::t& texture, float lod, const tcu::S… in computeReference() argument
471 quadColors[ndx] = sample(texture, coord, lod, sampler); in computeReference()
502 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
503 void renderCell (int textureNdx, float lod, const Grid& grid) const;
504 …void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, co…
705 …const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.texture… in iterate() local
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/third_party/mesa3d/src/microsoft/compiler/
Ddxil_nir_lower_int_samplers.c114 nir_ssa_def *lod; member
317 nir_tex_instr_add_src(load, nir_tex_src_lod, nir_src_for_ssa(params->lod)); in load_texel()
333 static nir_ssa_def *lod = NULL; in evalute_active_lod() local
342 lod = tex->src[lod_index].src.ssa; in evalute_active_lod()
356 lod = nir_flog2(b, rho); in evalute_active_lod()
358 lod = dx_get_texture_lod(b, tex); in evalute_active_lod()
362 lod = nir_imm_float(b, 0.0); in evalute_active_lod()
389 lod = nir_fadd(b, lod, nir_fclamp(b, lod_bias, in evalute_active_lod()
394 lod = nir_fmax(b, lod, nir_imm_float(b, min_lod)); in evalute_active_lod()
399 lod = nir_fmin(b, lod, nir_imm_float(b, params->aws->max_lod)); in evalute_active_lod()
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/third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/tese/
Dwater_tess.tese48 …nt(thread const float2& uv, thread const float2& off, thread const float2& lod, thread texture2d<f…
50 …0.5)), level(lod.x)).xyz, uHeightmapDisplacement.sample(uHeightmapDisplacementSmplr, (uv + (off * …
60 float2 lod = lod_factor(param_1, patchIn.vPatchLods);
63 float delta_mod = exp2(lod.x);
68 float2 param_4 = lod;

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