Lines Matching refs:componentCount
162 int componentCount = textureComponentCount(); in sampleTexture() local
215 if(componentCount < 2) c.y = Short4(defaultColorValue); in sampleTexture()
216 if(componentCount < 3) c.z = Short4(defaultColorValue); in sampleTexture()
217 if(componentCount < 4) c.w = Short4(0x1000); in sampleTexture()
384 int componentCount = textureComponentCount(); in sampleTexture() local
443 if(componentCount < 2) c.y = Float4(defaultColorValue); in sampleTexture()
444 if(componentCount < 3) c.z = Float4(defaultColorValue); in sampleTexture()
445 if(componentCount < 4) c.w = Float4(1.0f); in sampleTexture()
743 int componentCount = textureComponentCount(); in sampleQuad2D() local
802 if(componentCount >= 1) in sampleQuad2D()
832 if(componentCount >= 2) in sampleQuad2D()
862 if(componentCount >= 3) in sampleQuad2D()
892 if(componentCount >= 4) in sampleQuad2D()
938 int componentCount = textureComponentCount(); in sample3D() local
1028 …if(componentCount >= 1) { if(hasUnsignedTextureComponent(0)) c[i][j][k].x = MulHigh(As<UShort4>(c[… in sample3D()
1029 …if(componentCount >= 2) { if(hasUnsignedTextureComponent(1)) c[i][j][k].y = MulHigh(As<UShort4>(c[… in sample3D()
1030 …if(componentCount >= 3) { if(hasUnsignedTextureComponent(2)) c[i][j][k].z = MulHigh(As<UShort4>(c[… in sample3D()
1031 …if(componentCount >= 4) { if(hasUnsignedTextureComponent(3)) c[i][j][k].w = MulHigh(As<UShort4>(c[… in sample3D()
1035 if(componentCount >= 1) c[0][0][0].x += c[i][j][k].x; in sample3D()
1036 if(componentCount >= 2) c[0][0][0].y += c[i][j][k].y; in sample3D()
1037 if(componentCount >= 3) c[0][0][0].z += c[i][j][k].z; in sample3D()
1038 if(componentCount >= 4) c[0][0][0].w += c[i][j][k].w; in sample3D()
1044 if(componentCount >= 1) c_.x = c[0][0][0].x; in sample3D()
1045 if(componentCount >= 2) c_.y = c[0][0][0].y; in sample3D()
1046 if(componentCount >= 3) c_.z = c[0][0][0].z; in sample3D()
1047 if(componentCount >= 4) c_.w = c[0][0][0].w; in sample3D()
1050 if(componentCount >= 1) if(!hasUnsignedTextureComponent(0)) c_.x = AddSat(c_.x, c_.x); in sample3D()
1051 if(componentCount >= 2) if(!hasUnsignedTextureComponent(1)) c_.y = AddSat(c_.y, c_.y); in sample3D()
1052 if(componentCount >= 3) if(!hasUnsignedTextureComponent(2)) c_.z = AddSat(c_.z, c_.z); in sample3D()
1053 if(componentCount >= 4) if(!hasUnsignedTextureComponent(3)) c_.w = AddSat(c_.w, c_.w); in sample3D()
1213 int componentCount = textureComponentCount(); in sampleFloat2D() local
1251 if(componentCount >= 1) c0.x = c0.x + fu * (c1.x - c0.x); in sampleFloat2D()
1252 if(componentCount >= 2) c0.y = c0.y + fu * (c1.y - c0.y); in sampleFloat2D()
1253 if(componentCount >= 3) c0.z = c0.z + fu * (c1.z - c0.z); in sampleFloat2D()
1254 if(componentCount >= 4) c0.w = c0.w + fu * (c1.w - c0.w); in sampleFloat2D()
1256 if(componentCount >= 1) c2.x = c2.x + fu * (c3.x - c2.x); in sampleFloat2D()
1257 if(componentCount >= 2) c2.y = c2.y + fu * (c3.y - c2.y); in sampleFloat2D()
1258 if(componentCount >= 3) c2.z = c2.z + fu * (c3.z - c2.z); in sampleFloat2D()
1259 if(componentCount >= 4) c2.w = c2.w + fu * (c3.w - c2.w); in sampleFloat2D()
1261 if(componentCount >= 1) c.x = c0.x + fv * (c2.x - c0.x); in sampleFloat2D()
1262 if(componentCount >= 2) c.y = c0.y + fv * (c2.y - c0.y); in sampleFloat2D()
1263 if(componentCount >= 3) c.z = c0.z + fv * (c2.z - c0.z); in sampleFloat2D()
1264 if(componentCount >= 4) c.w = c0.w + fv * (c2.w - c0.w); in sampleFloat2D()
1282 int componentCount = textureComponentCount(); in sampleFloat3D() local
1321 if(componentCount >= 1) c0.x = c0.x + fu * (c1.x - c0.x); in sampleFloat3D()
1322 if(componentCount >= 2) c0.y = c0.y + fu * (c1.y - c0.y); in sampleFloat3D()
1323 if(componentCount >= 3) c0.z = c0.z + fu * (c1.z - c0.z); in sampleFloat3D()
1324 if(componentCount >= 4) c0.w = c0.w + fu * (c1.w - c0.w); in sampleFloat3D()
1326 if(componentCount >= 1) c2.x = c2.x + fu * (c3.x - c2.x); in sampleFloat3D()
1327 if(componentCount >= 2) c2.y = c2.y + fu * (c3.y - c2.y); in sampleFloat3D()
1328 if(componentCount >= 3) c2.z = c2.z + fu * (c3.z - c2.z); in sampleFloat3D()
1329 if(componentCount >= 4) c2.w = c2.w + fu * (c3.w - c2.w); in sampleFloat3D()
1331 if(componentCount >= 1) c0.x = c0.x + fv * (c2.x - c0.x); in sampleFloat3D()
1332 if(componentCount >= 2) c0.y = c0.y + fv * (c2.y - c0.y); in sampleFloat3D()
1333 if(componentCount >= 3) c0.z = c0.z + fv * (c2.z - c0.z); in sampleFloat3D()
1334 if(componentCount >= 4) c0.w = c0.w + fv * (c2.w - c0.w); in sampleFloat3D()
1337 if(componentCount >= 1) c4.x = c4.x + fu * (c5.x - c4.x); in sampleFloat3D()
1338 if(componentCount >= 2) c4.y = c4.y + fu * (c5.y - c4.y); in sampleFloat3D()
1339 if(componentCount >= 3) c4.z = c4.z + fu * (c5.z - c4.z); in sampleFloat3D()
1340 if(componentCount >= 4) c4.w = c4.w + fu * (c5.w - c4.w); in sampleFloat3D()
1342 if(componentCount >= 1) c6.x = c6.x + fu * (c7.x - c6.x); in sampleFloat3D()
1343 if(componentCount >= 2) c6.y = c6.y + fu * (c7.y - c6.y); in sampleFloat3D()
1344 if(componentCount >= 3) c6.z = c6.z + fu * (c7.z - c6.z); in sampleFloat3D()
1345 if(componentCount >= 4) c6.w = c6.w + fu * (c7.w - c6.w); in sampleFloat3D()
1347 if(componentCount >= 1) c4.x = c4.x + fv * (c6.x - c4.x); in sampleFloat3D()
1348 if(componentCount >= 2) c4.y = c4.y + fv * (c6.y - c4.y); in sampleFloat3D()
1349 if(componentCount >= 3) c4.z = c4.z + fv * (c6.z - c4.z); in sampleFloat3D()
1350 if(componentCount >= 4) c4.w = c4.w + fv * (c6.w - c4.w); in sampleFloat3D()
1353 if(componentCount >= 1) c.x = c0.x + fw * (c4.x - c0.x); in sampleFloat3D()
1354 if(componentCount >= 2) c.y = c0.y + fw * (c4.y - c0.y); in sampleFloat3D()
1355 if(componentCount >= 3) c.z = c0.z + fw * (c4.z - c0.z); in sampleFloat3D()
1356 if(componentCount >= 4) c.w = c0.w + fw * (c4.w - c0.w); in sampleFloat3D()
2203 int componentCount = textureComponentCount(); in sampleTexel() local
2204 for(int n = 0; n < componentCount; n++) in sampleTexel()
2586 return Surface::componentCount(state.textureFormat); in textureComponentCount()