/external/deqp-deps/glslang/Test/ |
D | spv.texture.vert | 14 float lod = 3.0; 20 color += textureLod(texSampler1D, coords1D, lod); 21 color += textureProjLod(texSampler1D, coords2D, lod); 22 color += textureProjLod(texSampler1D, coords4D, lod); 24 color += textureLod (texSampler2D, coords2D, lod); 25 color += textureProjLod (texSampler2D, coords3D, lod); 26 color += textureProjLod (texSampler2D, coords4D, lod); 28 color += textureLod (texSampler3D, coords3D, lod); 29 color += textureProjLod (texSampler3D, coords4D, lod); 31 color += textureLod (texSamplerCube, coords3D, lod); [all …]
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D | spv.queryL.frag | 28 vec2 lod; 33 lod = textureQueryLod(samp1D, pf); 34 lod += textureQueryLod(isamp2D, pf2); 35 lod += textureQueryLod(usamp3D, pf3); 36 lod += textureQueryLod(sampCube, pf3); 37 lod += textureQueryLod(isamp1DA, pf); 38 lod += textureQueryLod(usamp2DA, pf2); 39 lod += textureQueryLod(isampCubeA, pf3); 41 lod += textureQueryLod(samp1Ds, pf); 42 lod += textureQueryLod(samp2Ds, pf2); [all …]
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D | spv.textureGatherBiasLod.frag | 15 in float lod; 57 texel += textureGatherLodAMD(s2D, c2, lod); 58 texel += textureGatherLodAMD(s2DArray, c3, lod, 1); 59 texel += textureGatherLodAMD(sCube, c3, lod, 2); 60 texel += textureGatherLodAMD(sCubeArray, c4, lod, 3); 62 texel += textureGatherLodOffsetAMD(s2D, c2, lod, offsets[0]); 63 texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], 1); 65 texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets); 66 texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 1); 68 sparseTextureGatherLodAMD(s2D, c2, lod, result); [all …]
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D | spv.imageLoadStoreLod.frag | 37 const int lod = 3; 40 f4 += imageLoadLodAMD(i1D, c1, lod); 41 f4 += imageLoadLodAMD(i2D, c2, lod); 42 f4 += imageLoadLodAMD(i3D, c3, lod); 44 imageStoreLodAMD(iiCube, c3, lod, ivec4(f4)); 45 imageStoreLodAMD(ii1DArray, c2, lod, ivec4(f4)); 48 sparseImageLoadLodAMD(ui2DArray, c3, lod, u4); 49 sparseImageLoadLodAMD(uiCubeArray, c3, lod, u4); 53 i64v4 += imageLoadLodAMD(i64i1D, c1, lod); 54 i64v4 += imageLoadLodAMD(i64i2D, c2, lod); [all …]
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D | spv.shaderImageFootprint.frag | 10 layout (location = 5) in float lod; 44 lod2D = fp2D.lod; 51 lod2D += fp2D.lod; 58 lod2D += fp2D.lod; 65 lod2D += fp2D.lod; 68 ret2D = textureFootprintLodNV(sample2D, P2, lod, granularity, true, fp2D); 72 lod2D += fp2D.lod; 79 lod2D += fp2D.lod; 86 lod2D += fp2D.lod; 93 lod3D = fp3D.lod; [all …]
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D | 150.frag | 109 vec2 lod; 114 lod = textureQueryLod(samp1D, pf); // ERROR, extension GL_ARB_texture_query_lod needed 115 lod = textureQueryLod(samp2Ds, pf2); // ERROR, extension GL_ARB_texture_query_lod needed 136 vec2 lod; 141 lod = textureQueryLod(samp1D, pf); 142 lod = textureQueryLod(isamp2D, pf2); 143 lod = textureQueryLod(usamp3D, pf3); 144 lod = textureQueryLod(sampCube, pf3); 145 lod = textureQueryLod(isamp1DA, pf); 146 lod = textureQueryLod(usamp2DA, pf2); [all …]
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D | 400.frag | 163 vec2 lod; 168 lod = textureQueryLod(samp1D, pf); 169 lod = textureQueryLod(isamp2D, pf2); 170 lod = textureQueryLod(usamp3D, pf3); 171 lod = textureQueryLod(sampCube, pf3); 172 lod = textureQueryLod(isamp1DA, pf); 173 lod = textureQueryLod(usamp2DA, pf2); 174 lod = textureQueryLod(isampCubeA, pf3); 176 lod = textureQueryLod(samp1Ds, pf); 177 lod = textureQueryLod(samp2Ds, pf2); [all …]
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D | spv.float16Fetch.frag | 65 layout(location = 5) in float lod; 163 texel += textureLod(s1D, c1, lod); 165 texel += textureLod(s2D, c2, lod); 167 texel += textureLod(s3D, c3, lod); 169 texel += textureLod(sCube, c3, lod); 171 texel.x += textureLod(s1DShadow, c3, lod); 173 texel.x += textureLod(s2DShadow, c3, lod); 175 texel += textureLod(s1DArray, c2, lod); 177 texel += textureLod(s2DArray, c3, lod); 179 texel.x += textureLod(s1DArrayShadow, c3, lod); [all …]
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/external/angle/third_party/vulkan-deps/glslang/src/Test/ |
D | spv.texture.vert | 14 float lod = 3.0; 20 color += textureLod(texSampler1D, coords1D, lod); 21 color += textureProjLod(texSampler1D, coords2D, lod); 22 color += textureProjLod(texSampler1D, coords4D, lod); 24 color += textureLod (texSampler2D, coords2D, lod); 25 color += textureProjLod (texSampler2D, coords3D, lod); 26 color += textureProjLod (texSampler2D, coords4D, lod); 28 color += textureLod (texSampler3D, coords3D, lod); 29 color += textureProjLod (texSampler3D, coords4D, lod); 31 color += textureLod (texSamplerCube, coords3D, lod); [all …]
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D | spv.queryL.frag | 28 vec2 lod; 33 lod = textureQueryLod(samp1D, pf); 34 lod += textureQueryLod(isamp2D, pf2); 35 lod += textureQueryLod(usamp3D, pf3); 36 lod += textureQueryLod(sampCube, pf3); 37 lod += textureQueryLod(isamp1DA, pf); 38 lod += textureQueryLod(usamp2DA, pf2); 39 lod += textureQueryLod(isampCubeA, pf3); 41 lod += textureQueryLod(samp1Ds, pf); 42 lod += textureQueryLod(samp2Ds, pf2); [all …]
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D | spv.textureGatherBiasLod.frag | 15 in float lod; 57 texel += textureGatherLodAMD(s2D, c2, lod); 58 texel += textureGatherLodAMD(s2DArray, c3, lod, 1); 59 texel += textureGatherLodAMD(sCube, c3, lod, 2); 60 texel += textureGatherLodAMD(sCubeArray, c4, lod, 3); 62 texel += textureGatherLodOffsetAMD(s2D, c2, lod, offsets[0]); 63 texel += textureGatherLodOffsetAMD(s2DArray, c3, lod, offsets[1], 1); 65 texel += textureGatherLodOffsetsAMD(s2D, c2, lod, offsets); 66 texel += textureGatherLodOffsetsAMD(s2DArray, c3, lod, offsets, 1); 68 sparseTextureGatherLodAMD(s2D, c2, lod, result); [all …]
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D | spv.imageLoadStoreLod.frag | 37 const int lod = 3; 40 f4 += imageLoadLodAMD(i1D, c1, lod); 41 f4 += imageLoadLodAMD(i2D, c2, lod); 42 f4 += imageLoadLodAMD(i3D, c3, lod); 44 imageStoreLodAMD(iiCube, c3, lod, ivec4(f4)); 45 imageStoreLodAMD(ii1DArray, c2, lod, ivec4(f4)); 48 sparseImageLoadLodAMD(ui2DArray, c3, lod, u4); 49 sparseImageLoadLodAMD(uiCubeArray, c3, lod, u4); 53 i64v4 += imageLoadLodAMD(i64i1D, c1, lod); 54 i64v4 += imageLoadLodAMD(i64i2D, c2, lod); [all …]
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D | spv.shaderImageFootprint.frag | 10 layout (location = 5) in float lod; 44 lod2D = fp2D.lod; 51 lod2D += fp2D.lod; 58 lod2D += fp2D.lod; 65 lod2D += fp2D.lod; 68 ret2D = textureFootprintLodNV(sample2D, P2, lod, granularity, true, fp2D); 72 lod2D += fp2D.lod; 79 lod2D += fp2D.lod; 86 lod2D += fp2D.lod; 93 lod3D = fp3D.lod; [all …]
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D | 150.frag | 109 vec2 lod; 114 lod = textureQueryLod(samp1D, pf); // ERROR, extension GL_ARB_texture_query_lod needed 115 lod = textureQueryLod(samp2Ds, pf2); // ERROR, extension GL_ARB_texture_query_lod needed 136 vec2 lod; 141 lod = textureQueryLod(samp1D, pf); 142 lod = textureQueryLod(isamp2D, pf2); 143 lod = textureQueryLod(usamp3D, pf3); 144 lod = textureQueryLod(sampCube, pf3); 145 lod = textureQueryLod(isamp1DA, pf); 146 lod = textureQueryLod(usamp2DA, pf2); [all …]
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D | 400.frag | 163 vec2 lod; 168 lod = textureQueryLod(samp1D, pf); 169 lod = textureQueryLod(isamp2D, pf2); 170 lod = textureQueryLod(usamp3D, pf3); 171 lod = textureQueryLod(sampCube, pf3); 172 lod = textureQueryLod(isamp1DA, pf); 173 lod = textureQueryLod(usamp2DA, pf2); 174 lod = textureQueryLod(isampCubeA, pf3); 176 lod = textureQueryLod(samp1Ds, pf); 177 lod = textureQueryLod(samp2Ds, pf2); [all …]
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D | spv.float16Fetch.frag | 65 layout(location = 5) in float lod; 163 texel += textureLod(s1D, c1, lod); 165 texel += textureLod(s2D, c2, lod); 167 texel += textureLod(s3D, c3, lod); 169 texel += textureLod(sCube, c3, lod); 171 texel.x += textureLod(s1DShadow, c3, lod); 173 texel.x += textureLod(s2DShadow, c3, lod); 175 texel += textureLod(s1DArray, c2, lod); 177 texel += textureLod(s2DArray, c3, lod); 179 texel.x += textureLod(s1DArrayShadow, c3, lod); [all …]
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/external/deqp/framework/common/ |
D | tcuTexture.hpp | 473 …stPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, int level, float lod); 474 …, int numLevels, const Sampler& sampler, float s, float t, int depth, float lod, bool es2 = false); 475 …BufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod); 477 …ufferAccess* levels, int numLevels, const Sampler& sampler, float s, float lod, const IVec2& offse… 478 …ss* levels, int numLevels, const Sampler& sampler, float s, float t, float lod, const IVec3& offse… 479 …s, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offse… 481 …* levels, int numLevels, const Sampler& sampler, float ref, float s, float lod, const IVec2& offse… 482 … int numLevels, const Sampler& sampler, float ref, float s, float t, float lod, const IVec3& offse… 535 Vec4 sample (const Sampler& sampler, float s, float lod) const; 536 Vec4 sampleOffset (const Sampler& sampler, float s, float lod, deInt32 offset) const; [all …]
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/external/angle/third_party/vulkan-deps/glslang/src/Test/baseResults/ |
D | spv.queryL.frag.out | 19 Name 9 "lod" 177 9(lod): 8(ptr) Variable Function 185 Store 9(lod) 18 189 28: 7(fvec2) Load 9(lod) 191 Store 9(lod) 29 195 41: 7(fvec2) Load 9(lod) 197 Store 9(lod) 42 201 50: 7(fvec2) Load 9(lod) 203 Store 9(lod) 51 207 59: 7(fvec2) Load 9(lod) [all …]
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D | spv.texture.vert.out | 13 Name 8 "lod" 88 8(lod): 7(ptr) Variable Function 93 Store 8(lod) 9 100 32: 6(float) Load 8(lod) 107 41: 6(float) Load 8(lod) 114 47: 6(float) Load 8(lod) 123 59: 6(float) Load 8(lod) 130 65: 6(float) Load 8(lod) 137 71: 6(float) Load 8(lod) 146 83: 6(float) Load 8(lod) [all …]
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/external/deqp-deps/glslang/Test/baseResults/ |
D | spv.queryL.frag.out | 19 Name 9 "lod" 177 9(lod): 8(ptr) Variable Function 185 Store 9(lod) 18 189 28: 7(fvec2) Load 9(lod) 191 Store 9(lod) 29 195 41: 7(fvec2) Load 9(lod) 197 Store 9(lod) 42 201 50: 7(fvec2) Load 9(lod) 203 Store 9(lod) 51 207 59: 7(fvec2) Load 9(lod) [all …]
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D | spv.texture.vert.out | 13 Name 8 "lod" 88 8(lod): 7(ptr) Variable Function 93 Store 8(lod) 9 100 32: 6(float) Load 8(lod) 107 41: 6(float) Load 8(lod) 114 47: 6(float) Load 8(lod) 123 59: 6(float) Load 8(lod) 130 65: 6(float) Load 8(lod) 137 71: 6(float) Load 8(lod) 146 83: 6(float) Load 8(lod) [all …]
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/external/mesa3d/src/gallium/drivers/swr/rasterizer/memory/ |
D | TilingFunctions.h | 266 uint32_t lod, 269 if (lod == 0) 284 for (uint32_t l = 1; l < lod; ++l) 307 uint32_t lod, 310 if (lod < 2) 346 uint32_t lod, 349 if (lod == 0) 365 for (uint32_t l = 1; l <= lod; ++l) 390 uint32_t lod, 399 lodOffset = pState->lodOffsets[0][lod]; [all …]
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/external/swiftshader/src/Shader/ |
D | SamplerCore.hpp | 55 static Vector4f textureSize(Pointer<Byte> &mipmap, Float4 &lod); 62 …offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod); 63 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy,… 64 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Float &anisotropy,… 65 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool … 66 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool … 67 …<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, Sa… 68 …ture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy,… 69 …ture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Float &anisotropy,… 70 …ture, Float4 &u, Float4 &v, Float4 &w, Float4 &q, Vector4f &offset, Float &lod, Int face[4], bool … [all …]
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/external/swiftshader/src/Pipeline/ |
D | SamplerCore.hpp | 65 …offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int count, Float &lod); 66 …, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy,… 67 …, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy,… 68 …, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, Sa… 69 …, Float4 &w, const Float4 &a, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, Sa… 70 …at4 &u, Float4 &v, Float4 &w, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, Sa… 71 …onst Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy,… 72 …onst Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, Float &anisotropy,… 73 …onst Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, Sa… 74 …onst Float4 &a, Float4 &dRef, Vector4i &offset, const Int4 &sample, Float &lod, bool secondLOD, Sa… [all …]
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/external/mesa3d/src/gallium/frontends/nine/ |
D | basetexture9.c | 69 This->managed.lod = 0; in NineBaseTexture9_ctor() 114 DWORD old = This->managed.lod; in NineBaseTexture9_SetLOD() 123 This->managed.lod = MIN2(LODNew, max_level); in NineBaseTexture9_SetLOD() 125 if (This->managed.lod != old && This->bind_count && list_is_empty(&This->list)) in NineBaseTexture9_SetLOD() 136 return This->managed.lod; in NineBaseTexture9_GetLOD() 179 unsigned l, min_level_dirty = This->managed.lod; in NineBaseTexture9_UploadSelf() 190 update_lod = This->managed.lod_resident != This->managed.lod; in NineBaseTexture9_UploadSelf() 200 DBG("updating LOD from %u to %u ...\n", This->managed.lod_resident, This->managed.lod); in NineBaseTexture9_UploadSelf() 227 NineSurface9_SetResource(tex->surfaces[l], res, l - This->managed.lod); in NineBaseTexture9_UploadSelf() 236 res, l - This->managed.lod); in NineBaseTexture9_UploadSelf() [all …]
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