Lines Matching refs:dRef
29 Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &dRef, Float &&l… in sampleTexture() argument
135 …c = sampleFloatFilter(texture, u, v, w, a, dRef, offset, sample, lod, anisotropy, uDelta, vDelta, … in sampleTexture()
879 …Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, … in sampleFloatFilter() argument
881 …Vector4f c = sampleFloatAniso(texture, u, v, w, a, dRef, offset, sample, lod, anisotropy, uDelta, … in sampleFloatFilter()
890 …Vector4f cc = sampleFloatAniso(texture, u, v, w, a, dRef, offset, sample, lod, anisotropy, uDelta,… in sampleFloatFilter()
903 …Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, … in sampleFloatAniso() argument
909 c = sampleFloat(texture, u, v, w, a, dRef, offset, sample, lod, secondLOD, function); in sampleFloatAniso()
938 c = sampleFloat(texture, u0, v0, w, a, dRef, offset, sample, lod, secondLOD, function); in sampleFloatAniso()
961 …Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, … in sampleFloat() argument
965 return sampleFloat2D(texture, u, v, w, a, dRef, offset, sample, lod, secondLOD, function); in sampleFloat()
969 return sampleFloat3D(texture, u, v, w, dRef, offset, sample, lod, secondLOD, function); in sampleFloat()
973 …Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Float4 &a, Float4 &dRef, Vector4i &offset, … in sampleFloat2D() argument
1017 c = sampleTexel(x0, y0, z, dRef, sample, mipmap, buffer, function); in sampleFloat2D()
1023 Vector4f c00 = sampleTexel(x0, y0, z, dRef, sample, mipmap, buffer, function); in sampleFloat2D()
1024 Vector4f c10 = sampleTexel(x1, y0, z, dRef, sample, mipmap, buffer, function); in sampleFloat2D()
1025 Vector4f c01 = sampleTexel(x0, y1, z, dRef, sample, mipmap, buffer, function); in sampleFloat2D()
1026 Vector4f c11 = sampleTexel(x1, y1, z, dRef, sample, mipmap, buffer, function); in sampleFloat2D()
1067 …eFloat3D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float4 &dRef, Vector4i &offset, … in sampleFloat3D() argument
1091 c = sampleTexel(x0, y0, z0, dRef, sample, mipmap, buffer, function); in sampleFloat3D()
1098 Vector4f c000 = sampleTexel(x0, y0, z0, dRef, sample, mipmap, buffer, function); in sampleFloat3D()
1099 Vector4f c100 = sampleTexel(x1, y0, z0, dRef, sample, mipmap, buffer, function); in sampleFloat3D()
1100 Vector4f c010 = sampleTexel(x0, y1, z0, dRef, sample, mipmap, buffer, function); in sampleFloat3D()
1101 Vector4f c110 = sampleTexel(x1, y1, z0, dRef, sample, mipmap, buffer, function); in sampleFloat3D()
1102 Vector4f c001 = sampleTexel(x0, y0, z1, dRef, sample, mipmap, buffer, function); in sampleFloat3D()
1103 Vector4f c101 = sampleTexel(x1, y0, z1, dRef, sample, mipmap, buffer, function); in sampleFloat3D()
1104 Vector4f c011 = sampleTexel(x0, y1, z1, dRef, sample, mipmap, buffer, function); in sampleFloat3D()
1105 Vector4f c111 = sampleTexel(x1, y1, z1, dRef, sample, mipmap, buffer, function); in sampleFloat3D()
1909 Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &dRef, const Int4 &sam… in sampleTexel() argument
2068 Float4 ref = dRef; in sampleTexel()