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/external/deqp-deps/glslang/Test/
Dspv.texture.vert14 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);
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Dspv.queryL.frag28 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);
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Dspv.textureGatherBiasLod.frag15 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);
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Dspv.imageLoadStoreLod.frag37 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);
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Dspv.shaderImageFootprint.frag10 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;
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D150.frag109 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);
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D400.frag163 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);
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Dspv.float16Fetch.frag65 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);
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/external/angle/third_party/vulkan-deps/glslang/src/Test/
Dspv.texture.vert14 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);
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Dspv.queryL.frag28 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);
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Dspv.textureGatherBiasLod.frag15 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);
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Dspv.imageLoadStoreLod.frag37 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);
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Dspv.shaderImageFootprint.frag10 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 …]
D150.frag109 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 …]
D400.frag163 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 …]
Dspv.float16Fetch.frag65 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);
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/external/deqp/framework/common/
DtcuTexture.hpp473 …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;
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/external/angle/third_party/vulkan-deps/glslang/src/Test/baseResults/
Dspv.queryL.frag.out19 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)
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Dspv.texture.vert.out13 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 …]
/external/deqp-deps/glslang/Test/baseResults/
Dspv.queryL.frag.out19 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 …]
Dspv.texture.vert.out13 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)
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/external/mesa3d/src/gallium/drivers/swr/rasterizer/memory/
DTilingFunctions.h266 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];
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/external/swiftshader/src/Shader/
DSamplerCore.hpp55 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 …]
/external/swiftshader/src/Pipeline/
DSamplerCore.hpp65 …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 …]
/external/mesa3d/src/gallium/frontends/nine/
Dbasetexture9.c69 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()
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