Searched refs:isShadow (Results 1 – 12 of 12) sorted by relevance
1159 bool isShadow = m_textureSpec.sampler.compare != tcu::Sampler::COMPAREMODE_NONE; in initShaderSources() local1160 …bool is2DProj4 = !isShadow && m_textureSpec.type == TEXTURETYPE_2D && (function == FUNCTION_T… in initShaderSources()1161 …bool is1DProj4 = !isShadow && m_textureSpec.type == TEXTURETYPE_1D && (function == FUNCTION_T… in initShaderSources()1168 …int extraCoordComps = (isProj ? (is2DProj4 ? 2 : (is1DProj4 ? 3 : 1)) : 0) + (isShadow ? (m_t… in initShaderSources()1169 const bool isCubeArrayShadow = isShadow && m_textureSpec.type == TEXTURETYPE_CUBE_ARRAY; in initShaderSources()1186 …case TEXTURETYPE_2D: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_SHADOW : glu::getSampler2DT… in initShaderSources()1187 …case TEXTURETYPE_CUBE_MAP: samplerType = isShadow ? glu::TYPE_SAMPLER_CUBE_SHADOW : glu::getSam… in initShaderSources()1188 …case TEXTURETYPE_2D_ARRAY: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_ARRAY_SHADOW : glu::get… in initShaderSources()1189 …case TEXTURETYPE_3D: DE_ASSERT(!isShadow); samplerType = glu::getSampler3DType(texFmt); … in initShaderSources()1190 …case TEXTURETYPE_1D: samplerType = isShadow ? glu::TYPE_SAMPLER_1D_SHADOW : glu::getSampler1DT… in initShaderSources()[all …]
1639 const bool isShadow = isDepthFormat(baseParams.textureFormat); in genGatherPrograms() local1642 …ireGpuShader5(baseParams.gatherType, baseParams.offsetSize), numDims, isDynamicOffset || isShadow); in genGatherPrograms()
749 bool isShadow = m_textureSpec.sampler.compare != tcu::Sampler::COMPAREMODE_NONE; in initShaderSources() local750 …bool is2DProj4 = !isShadow && m_textureSpec.type == TEXTURETYPE_2D && (function == FUNCTION_T… in initShaderSources()754 int extraCoordComps = (isProj ? (is2DProj4 ? 2 : 1) : 0) + (isShadow ? 1 : 0); in initShaderSources()769 …case TEXTURETYPE_2D: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_SHADOW : glu::getSampler2DTyp… in initShaderSources()770 …case TEXTURETYPE_CUBE_MAP: samplerType = isShadow ? glu::TYPE_SAMPLER_CUBE_SHADOW : glu::getSampl… in initShaderSources()771 …case TEXTURETYPE_2D_ARRAY: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_ARRAY_SHADOW : glu::getSa… in initShaderSources()772 …case TEXTURETYPE_3D: DE_ASSERT(!isShadow); samplerType = glu::getSampler3DType(texFmt); b… in initShaderSources()901 if (isShadow) in initShaderSources()
726 const int lod = i->tex.target.isShadow() ? (arg + 1) : arg; in handleTEX()769 if (i->tex.target.isShadow()) in handleTEX()805 i->tex.target = i->tex.target.isShadow() ? in handleTEX()
929 int isShadow() const { return descTable[target].shadow ? 1 : 0; } in isShadow() function
2598 emitField(0x32, 1, insn->tex.target.isShadow()); in emitTEX()2653 emitField(0x32, 1, insn->tex.target.isShadow()); in emitTLD4()
866 if (i->tex.target.isShadow()) in handleTEX()1049 txd->tex.target.isShadow()) in handleTXD()
1644 if (i->tex.target.isShadow()) in emitTEX()
2191 else if (tgt.isShadow()) in handleTEX()2238 if (tgsi.getOpcode() == TGSI_OPCODE_TG4 && !tgt.isShadow()) in handleTEX()
1318 if (i->tex.target.isShadow()) in emitTEX()
1341 if (i->tex.target.isShadow()) in emitTEX()
1241 const bool isShadow = isDepthFormat(textureFormat); in genProgramSources() local1246 …ces() << genVertexShaderSource(requireGpuShader5(gatherType), numDims, isDynamicOffset || isShadow) in genProgramSources()