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Lines Matching defs:lod

220 	float				lod;  member
279 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.… in texture2D()
280 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { … in textureCube()
281 inline Vec4 texture2DArray (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) … in texture2DArray()
282 inline Vec4 texture3D (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { re… in texture3D()
284 …DShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float lod) { return c.text… in texture2DShadow()
285 …(const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) { return c.text… in textureCubeShadow()
286 …(const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) { return c.text… in texture2DArrayShadow()
288 inline Vec4 texture2DOffset (const gls::ShaderEvalContext& c, float s, float t, float lod, IVec2 … in texture2DOffset()
289 …rrayOffset (const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec2 offset) {… in texture2DArrayOffset()
290 …3DOffset (const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec3 offset) {… in texture3DOffset()
292 …wOffset (const gls::ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) {… in texture2DShadowOffset()
293 …(const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod, IVec2 offset) {… in texture2DArrayShadowOffset()
407 int lod = deChopFloatToInt32(c.in[1].x()); in evalTexelFetch2D() local
416 int lod = deChopFloatToInt32(c.in[1].x()); in evalTexelFetch2DArray() local
425 int lod = deChopFloatToInt32(c.in[1].x()); in evalTexelFetch3D() local
967 int lod; member