Searched refs:dtdy (Results 1 – 6 of 6) sorted by relevance
/external/mesa3d/src/mesa/swrast/ |
D | s_points.c | 89 GLfloat t0, dtdy; in sprite_point() local 129 dtdy = 1.0F / size; in sprite_point() 130 t0 = 0.5F * dtdy; in sprite_point() 134 dtdy = -1.0F / size; in sprite_point() 135 t0 = 1.0F + 0.5F * dtdy; in sprite_point() 164 span.attrStepY[attr][1] = dtdy; in sprite_point() 178 span.attrStepY[VARYING_SLOT_PNTC][1] = dtdy; in sprite_point() 232 tcoord += dtdy; in sprite_point()
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D | s_span.c | 417 _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, in _swrast_compute_lambda() argument 424 GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ); in _swrast_compute_lambda() 439 _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, 446 GLfloat dtdy2 = (t + dtdy) / (q + dqdy) - t * invQ; 491 const GLfloat dtdy = span->attrStepY[attr][1]; in interpolate_texcoords() local 538 lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, in interpolate_texcoords() 555 lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, in interpolate_texcoords()
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D | s_span.h | 194 _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
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D | s_texfilter.c | 1894 const GLfloat dtdy = span->attrStepY[attr][1]; in sample_lambda_2d_aniso() local 1923 GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ); in sample_lambda_2d_aniso()
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/external/mesa3d/src/mesa/program/ |
D | prog_execute.c | 1117 GLfloat texcoord[4], dtdx[4], dtdy[4], color[4]; in _mesa_execute_program() local 1120 fetch_vector4(&inst->SrcReg[2], machine, dtdy); in _mesa_execute_program() 1121 machine->FetchTexelDeriv(ctx, texcoord, dtdx, dtdy, in _mesa_execute_program()
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/external/mesa3d/src/gallium/drivers/softpipe/ |
D | sp_tex_sample.c | 517 const float dtdy = fabsf(t[QUAD_TOP_LEFT] - t[QUAD_BOTTOM_LEFT]); in compute_lambda_2d() local 519 const float maxy = MAX2(dtdx, dtdy) * u_minify(texture->height0, sview->base.u.tex.first_level); in compute_lambda_2d() 536 const float dtdy = fabsf(t[QUAD_TOP_LEFT] - t[QUAD_BOTTOM_LEFT]); in compute_lambda_3d() local 540 const float maxy = MAX2(dtdx, dtdy) * u_minify(texture->height0, sview->base.u.tex.first_level); in compute_lambda_3d()
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