Searched refs:sDepth (Results 1 – 3 of 3) sorted by relevance
/third_party/skia/third_party/externals/swiftshader/src/Device/ |
D | Blitter.hpp | 128 int sDepth; member 181 Int &sWidth, Int &sHeight, Int &sDepth,
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D | Blitter.cpp | 1513 Int &sWidth, Int &sHeight, Int &sDepth, in sample() argument 1532 Z = Clamp(Z, 0, sDepth - 1); in sample() 1572 Z = Min(Max(z, 0.5f), Float(sDepth) - 0.5f); in sample() 1703 Int sDepth = *Pointer<Int>(blit + OFFSET(BlitData, sDepth)); in generate() local 1774 Z = Clamp(Z, 0, sDepth - 1); in generate() 1790 Float4 color = sample(source, x, y, z, sWidth, sHeight, sDepth, sSliceB, sPitchB, state); in generate()
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/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/ |
D | Device.cpp | 662 int sDepth = source->getDepth(); in stretchCube() local 667 if((sWidth == 0) || (sHeight == 0) || (sDepth == 0) || in stretchCube() 673 bool scaling = (sWidth != dWidth) || (sHeight != dHeight) || (sDepth != dDepth); in stretchCube()
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