Lines Matching refs:anisotropy
101 Float anisotropy; in sampleTexture() local
109 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function); in sampleTexture()
125 …c = sampleFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, functio… in sampleTexture()
129 …Vector4f cf = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, … in sampleTexture()
310 Float anisotropy; in sampleTexture() local
318 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function); in sampleTexture()
332 …c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, fa… in sampleTexture()
567 … Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta,… in sampleFilter() argument
569 …Vector4s c = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, false, f… in sampleFilter()
578 …Vector4s cc = sampleAniso(texture, u, v, w, offset, lod, anisotropy, uDelta, vDelta, face, true, f… in sampleFilter()
668 … Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta,… in sampleAniso() argument
678 Int a = RoundInt(anisotropy); in sampleAniso()
1060 … Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta,… in sampleFloatFilter() argument
1062 …Vector4f c = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, face, … in sampleFloatFilter()
1071 …Vector4f cc = sampleFloatAniso(texture, u, v, w, q, offset, lod, anisotropy, uDelta, vDelta, face,… in sampleFloatFilter()
1140 … Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy, Float4 &uDelta,… in sampleFloatAniso() argument
1150 Int a = RoundInt(anisotropy); in sampleFloatAniso()
1382 …void SamplerCore::computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta… in computeLod() argument
1421 anisotropy = lod * Rcp_pp(det); in computeLod()
1422 anisotropy = Min(anisotropy, *Pointer<Float>(texture + OFFSET(Texture,maxAnisotropy))); in computeLod()
1424 lod *= Rcp_pp(anisotropy * anisotropy); in computeLod()