Searched refs:lod (Results 1 - 25 of 79) sorted by relevance

1234

/external/chromium_org/third_party/mesa/src/src/glsl/builtins/profiles/
H A DARB_shader_texture_lod.frag5 vec4 texture1DLod (sampler1D sampler, float coord, float lod);
6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
10 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
12 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod);
[all...]
/external/mesa3d/src/glsl/builtins/profiles/
H A DARB_shader_texture_lod.frag5 vec4 texture1DLod (sampler1D sampler, float coord, float lod);
6 vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod);
7 vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod);
8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
10 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
11 vec4 texture3DLod (sampler3D sampler, vec3 coord, float lod);
12 vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod);
13 vec4 textureCubeLod (samplerCube sampler, vec3 coord, float lod);
14 vec4 shadow1DLod (sampler1DShadow sampler, vec3 coord, float lod);
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/external/deqp/framework/common/
H A DtcuTexture.hpp175 float lodThreshold; // lod <= lodThreshold ? magnified : minified
360 Vec4 sampleLevelArray1D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, int level, float lod);
361 Vec4 sampleLevelArray2D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, int depth, float lod);
362 Vec4 sampleLevelArray3D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod);
364 Vec4 sampleLevelArray1DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float lod, const IVec2& offset);
365 Vec4 sampleLevelArray2DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float lod, const IVec3& offset);
366 Vec4 sampleLevelArray3DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset);
368 float sampleLevelArray1DCompare (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float lod, const IVec2& offset);
369 float sampleLevelArray2DCompare (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float t, float lod, const IVec3& offset);
421 Vec4 sample (const Sampler& sampler, float s, float lod) cons
443 sampleOffset(const Sampler& sampler, float s, float lod, deInt32 offset) const argument
453 sampleCompareOffset(const Sampler& sampler, float ref, float s, float lod, deInt32 offset) const argument
497 sampleOffset(const Sampler& sampler, float s, float t, float lod, const IVec2& offset) const argument
507 sampleCompareOffset(const Sampler& sampler, float ref, float s, float t, float lod, const IVec2& offset) const argument
594 sampleOffset(const Sampler& sampler, float s, float lod, deInt32 offset) const argument
645 sampleOffset(const Sampler& sampler, float s, float t, float lod, const IVec2& offset) const argument
655 sampleCompareOffset(const Sampler& sampler, float ref, float s, float t, float lod, const IVec2& offset) const argument
853 sampleOffset(const Sampler& sampler, float s, float t, float lod, deInt32 offset) const argument
863 sampleCompareOffset(const Sampler& sampler, float ref, float s, float t, float lod, deInt32 offset) const argument
914 sampleOffset(const Sampler& sampler, float s, float t, float r, float lod, const IVec2& offset) const argument
924 sampleCompareOffset(const Sampler& sampler, float ref, float s, float t, float r, float lod, const IVec2& offset) const argument
967 sampleOffset(const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset) const argument
1013 sampleOffset(const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset) const argument
1086 sampleOffset(const Sampler& sampler, float s, float t, float r, float q, float lod, const IVec2& offset) const argument
1096 sampleCompareOffset(const Sampler& sampler, float ref, float s, float t, float r, float q, float lod, const IVec2& offset) const argument
[all...]
H A DtcuTexture.cpp1862 Vec4 sampleLevelArray1D (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, int depth, float lod) argument
1864 bool magnified = lod <= sampler.lodThreshold;
1876 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
1886 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
1889 float f = deFloatFrac(lod);
1902 Vec4 sampleLevelArray1DOffset (const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float lod, const IVec2& offset) argument
1904 bool magnified = lod <= sampler.lodThreshold;
1916 int level = deClamp32((int)deFloatCeil(lod + 0.5f) - 1, 0, maxLevel);
1926 int level0 = deClamp32((int)deFloatFloor(lod), 0, maxLevel);
1929 float f = deFloatFrac(lod);
1942 sampleLevelArray2D(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, int depth, float lod) argument
1982 sampleLevelArray2DOffset(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float lod, const IVec3& offset) argument
2022 sampleLevelArray3D(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod) argument
2062 sampleLevelArray3DOffset(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset) argument
2102 sampleLevelArray1DCompare(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float lod, const IVec2& offset) argument
2142 sampleLevelArray2DCompare(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float t, float lod, const IVec3& offset) argument
[all...]
/external/deqp/framework/randomshaders/
H A DrsgSamplers.hpp49 inline tcu::Vec4 sample (float s, float t, float lod) const
51 return m_texture->sample(m_sampler, s, t, lod);
74 inline tcu::Vec4 sample (float s, float t, float r, float lod) const
76 return m_texture->sample(m_sampler, s, t, r, lod);
/external/clang/test/CodeGen/
H A D2008-03-24-BitField-And-Alloca.c54 unsigned int lod : 2; member in struct:_Key::__anon18557
68 if(((iospec.key_io.lod == G_B) &&
/external/chromium_org/third_party/mesa/src/src/mesa/main/
H A Dtexgetimage.h57 _mesa_GetCompressedTexImageARB(GLenum target, GLint lod, GLvoid *img);
/external/mesa3d/src/mesa/main/
H A Dtexgetimage.h57 _mesa_GetCompressedTexImageARB(GLenum target, GLint lod, GLvoid *img);
/external/deqp/modules/gles2/functional/
H A Des2fVertexTextureTests.cpp356 static inline Vec4 sample (const tcu::Texture2D& tex, const Vec2& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), coord.y(), lod); } argument
357 static inline Vec4 sample (const tcu::TextureCube& tex, const Vec3& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), coord.y(), coord.z(), lod); } argument
360 void computeReference (const typename TexTypeTcuClass<TexType>::t& texture, float lod, const tcu::Sampler& sampler, const PosTexCoordQuadGrid<TexType>& grid, tcu::Surface& dst, const Rect& dstRegion) argument
371 quadColors[ndx] = sample(texture, coord, lod, sampler);
402 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
403 void renderCell (int textureNdx, float lod, const Grid& grid) const;
404 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
602 const float lod local
630 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const argument
677 renderCell(int textureNdx, float lod, const Grid& grid) const argument
683 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const argument
934 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx); local
962 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const argument
1009 renderCell(int textureNdx, float lod, const Grid& grid) const argument
1016 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const argument
[all...]
H A Des2fShaderTextureFunctionTests.cpp163 float lod; member in struct:deqp::gles2::Functional::__anon19907::TexLookupParams
168 : lod (0.0f)
192 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); } argument
193 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); } argument
196 static void evalTexture2D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod)*p.scale + p.bias; }
197 static void evalTextureCube (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
199 static void evalTexture2DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x())*p.scale + p.bias; }
200 static void evalTextureCubeBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod
[all...]
/external/deqp/modules/gles3/functional/
H A Des3fVertexTextureTests.cpp452 static inline Vec4 sample (const tcu::Texture2D& tex, const Vec2& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), coord.y(), lod); } argument
453 static inline Vec4 sample (const tcu::TextureCube& tex, const Vec3& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), coord.y(), coord.z(), lod); } argument
454 static inline Vec4 sample (const tcu::Texture2DArray& tex, const Vec3& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), coord.y(), coord.z(), lod); } argument
455 static inline Vec4 sample (const tcu::Texture3D& tex, const Vec3& coord, float lod, const tcu::Sampler& sam) { return tex.sample(sam, coord.x(), coord.y(), coord.z(), lod); } argument
458 void computeReference (const typename TexTypeTcuClass<TexType>::t& texture, float lod, const tcu::Sampler& sampler, const PosTexCoordQuadGrid<TexType>& grid, tcu::Surface& dst, const Rect& dstRegion) argument
469 quadColors[ndx] = sample(texture, coord, lod, sample
703 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx); local
731 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const argument
778 renderCell(int textureNdx, float lod, const Grid& grid) const argument
784 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const argument
1038 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx); local
1066 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const argument
1113 renderCell(int textureNdx, float lod, const Grid& grid) const argument
1120 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const argument
1378 const float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx); local
1406 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const argument
1453 renderCell(int textureNdx, float lod, const Grid& grid) const argument
1460 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const argument
1721 const float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx); local
1749 setupShaderInputs(int textureNdx, float lod, const Grid& grid) const argument
1797 renderCell(int textureNdx, float lod, const Grid& grid) const argument
1804 computeReferenceCell(int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const argument
[all...]
H A Des3fShaderTextureFunctionTests.cpp217 float lod; member in struct:deqp::gles3::Functional::__anon20076::TexLookupParams
223 : lod (0.0f)
342 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); } argument
343 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); } argument
344 inline Vec4 texture2DArray (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sample(c.textures[0].sampler, s, t, r, lod); } argument
345 inline Vec4 texture3D (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); } argument
347 texture2DShadow(const gls::ShaderEvalContext& c, float ref, float s, float t, float lod) argument
348 textureCubeShadow(const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) argument
349 texture2DArrayShadow(const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) argument
351 texture2DOffset(const gls::ShaderEvalContext& c, float s, float t, float lod, IVec2 offset) argument
352 texture2DArrayOffset(const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec2 offset) argument
353 texture3DOffset(const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec3 offset) argument
355 texture2DShadowOffset(const gls::ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) argument
356 texture2DArrayShadowOffset(const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod, IVec2 offset) argument
470 int lod = deChopFloatToInt32(c.in[1].x()); local
479 int lod = deChopFloatToInt32(c.in[1].x()); local
488 int lod = deChopFloatToInt32(c.in[1].x()); local
1030 int lod; member in struct:deqp::gles3::Functional::TextureSizeCase::TestSize
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/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/
H A Dbrw_lower_texture_gradients.cpp103 txs->lod_info.lod = new(mem_ctx) ir_constant(0);
139 ir->lod_info.lod = expr(ir_unop_log2, rho);
H A Dbrw_fs_visitor.cpp751 fs_reg shadow_c, fs_reg lod, fs_reg dPdy)
776 emit(BRW_OPCODE_MOV, fs_reg(MRF, base_mrf + mlen), lod);
792 fs_reg &dPdx = lod;
829 emit(BRW_OPCODE_MOV, fs_reg(MRF, base_mrf + mlen, BRW_REGISTER_TYPE_UD), lod);
832 /* Oh joy. gen4 doesn't have SIMD8 non-shadow-compare bias/lod
851 /* lod/bias appears after u/v/r. */
854 emit(BRW_OPCODE_MOV, fs_reg(MRF, base_mrf + mlen, lod.type), lod);
920 fs_reg shadow_c, fs_reg lod, fs_reg lod2)
976 emit(BRW_OPCODE_MOV, fs_reg(MRF, base_mrf + mlen), lod);
750 emit_texture_gen4(ir_texture *ir, fs_reg dst, fs_reg coordinate, fs_reg shadow_c, fs_reg lod, fs_reg dPdy) argument
919 emit_texture_gen5(ir_texture *ir, fs_reg dst, fs_reg coordinate, fs_reg shadow_c, fs_reg lod, fs_reg lod2) argument
1039 emit_texture_gen7(ir_texture *ir, fs_reg dst, fs_reg coordinate, fs_reg shadow_c, fs_reg lod, fs_reg lod2) argument
1304 fs_reg lod, lod2; local
[all...]
H A Dbrw_fs.h311 fs_reg shadow_comp, fs_reg lod, fs_reg lod2);
313 fs_reg shadow_comp, fs_reg lod, fs_reg lod2);
315 fs_reg shadow_comp, fs_reg lod, fs_reg lod2);
/external/mesa3d/src/mesa/drivers/dri/i965/
H A Dbrw_lower_texture_gradients.cpp103 txs->lod_info.lod = new(mem_ctx) ir_constant(0);
139 ir->lod_info.lod = expr(ir_unop_log2, rho);
H A Dbrw_fs_visitor.cpp751 fs_reg shadow_c, fs_reg lod, fs_reg dPdy)
776 emit(BRW_OPCODE_MOV, fs_reg(MRF, base_mrf + mlen), lod);
792 fs_reg &dPdx = lod;
829 emit(BRW_OPCODE_MOV, fs_reg(MRF, base_mrf + mlen, BRW_REGISTER_TYPE_UD), lod);
832 /* Oh joy. gen4 doesn't have SIMD8 non-shadow-compare bias/lod
851 /* lod/bias appears after u/v/r. */
854 emit(BRW_OPCODE_MOV, fs_reg(MRF, base_mrf + mlen, lod.type), lod);
920 fs_reg shadow_c, fs_reg lod, fs_reg lod2)
976 emit(BRW_OPCODE_MOV, fs_reg(MRF, base_mrf + mlen), lod);
750 emit_texture_gen4(ir_texture *ir, fs_reg dst, fs_reg coordinate, fs_reg shadow_c, fs_reg lod, fs_reg dPdy) argument
919 emit_texture_gen5(ir_texture *ir, fs_reg dst, fs_reg coordinate, fs_reg shadow_c, fs_reg lod, fs_reg lod2) argument
1039 emit_texture_gen7(ir_texture *ir, fs_reg dst, fs_reg coordinate, fs_reg shadow_c, fs_reg lod, fs_reg lod2) argument
1304 fs_reg lod, lod2; local
[all...]
H A Dbrw_fs.h311 fs_reg shadow_comp, fs_reg lod, fs_reg lod2);
313 fs_reg shadow_comp, fs_reg lod, fs_reg lod2);
315 fs_reg shadow_comp, fs_reg lod, fs_reg lod2);
/external/chromium_org/third_party/mesa/src/src/gallium/auxiliary/gallivm/
H A Dlp_bld_sample.c352 * Bri-linear lod computation
384 LLVMValueRef lod,
394 lp_build_printf(bld->gallivm, "lod = %f\n", lod);
397 lod = lp_build_add(bld, lod,
400 lp_build_ifloor_fract(bld, lod, out_lod_ipart, &lod_fpart);
424 * Combined log2 and brilinear lod computation.
481 * \param lod_bias optional float vector with the shader lod bias
482 * \param explicit_lod optional float vector with the explicit lod
383 lp_build_brilinear_lod(struct lp_build_context *bld, LLVMValueRef lod, double factor, LLVMValueRef *out_lod_ipart, LLVMValueRef *out_lod_fpart) argument
503 LLVMValueRef lod; local
[all...]
/external/mesa3d/src/gallium/auxiliary/gallivm/
H A Dlp_bld_sample.c352 * Bri-linear lod computation
384 LLVMValueRef lod,
394 lp_build_printf(bld->gallivm, "lod = %f\n", lod);
397 lod = lp_build_add(bld, lod,
400 lp_build_ifloor_fract(bld, lod, out_lod_ipart, &lod_fpart);
424 * Combined log2 and brilinear lod computation.
481 * \param lod_bias optional float vector with the shader lod bias
482 * \param explicit_lod optional float vector with the explicit lod
383 lp_build_brilinear_lod(struct lp_build_context *bld, LLVMValueRef lod, double factor, LLVMValueRef *out_lod_ipart, LLVMValueRef *out_lod_fpart) argument
503 LLVMValueRef lod; local
[all...]
/external/chromium_org/third_party/mesa/src/src/gallium/drivers/softpipe/
H A Dsp_tex_sample.c1439 float lod[TGSI_QUAD_SIZE])
1444 lod[i] = biased_lambda + lodbias[i];
1445 lod[i] = CLAMP(lod[i], sampler->min_lod, sampler->max_lod);
1462 float lod[TGSI_QUAD_SIZE]; local
1466 compute_lod(samp->sampler, lambda, c0, lod);
1470 memcpy(lod, c0, sizeof(lod));
1474 int level0 = samp->view->u.tex.first_level + (int)lod[j];
1476 if (lod[
1436 compute_lod(const struct pipe_sampler_state *sampler, const float biased_lambda, const float lodbias[TGSI_QUAD_SIZE], float lod[TGSI_QUAD_SIZE]) argument
1518 float lod[TGSI_QUAD_SIZE]; local
1556 float lod[TGSI_QUAD_SIZE]; local
1826 float lod[TGSI_QUAD_SIZE]; local
1925 float lod[TGSI_QUAD_SIZE]; local
2534 sample_get_texels(struct tgsi_sampler *tgsi_sampler, const int v_i[TGSI_QUAD_SIZE], const int v_j[TGSI_QUAD_SIZE], const int v_k[TGSI_QUAD_SIZE], const int lod[TGSI_QUAD_SIZE], const int8_t offset[3], float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE]) argument
[all...]
/external/mesa3d/src/gallium/drivers/softpipe/
H A Dsp_tex_sample.c1439 float lod[TGSI_QUAD_SIZE])
1444 lod[i] = biased_lambda + lodbias[i];
1445 lod[i] = CLAMP(lod[i], sampler->min_lod, sampler->max_lod);
1462 float lod[TGSI_QUAD_SIZE]; local
1466 compute_lod(samp->sampler, lambda, c0, lod);
1470 memcpy(lod, c0, sizeof(lod));
1474 int level0 = samp->view->u.tex.first_level + (int)lod[j];
1476 if (lod[
1436 compute_lod(const struct pipe_sampler_state *sampler, const float biased_lambda, const float lodbias[TGSI_QUAD_SIZE], float lod[TGSI_QUAD_SIZE]) argument
1518 float lod[TGSI_QUAD_SIZE]; local
1556 float lod[TGSI_QUAD_SIZE]; local
1826 float lod[TGSI_QUAD_SIZE]; local
1925 float lod[TGSI_QUAD_SIZE]; local
2534 sample_get_texels(struct tgsi_sampler *tgsi_sampler, const int v_i[TGSI_QUAD_SIZE], const int v_j[TGSI_QUAD_SIZE], const int v_k[TGSI_QUAD_SIZE], const int lod[TGSI_QUAD_SIZE], const int8_t offset[3], float rgba[TGSI_NUM_CHANNELS][TGSI_QUAD_SIZE]) argument
[all...]
/external/chromium_org/third_party/skia/src/core/
H A DSkDevice.cpp88 SkISize lod = SkPatchUtils::GetLevelOfDetail(cubics, draw.fMatrix); local
92 if (SkPatchUtils::getVertexData(&data, cubics, colors, texCoords, lod.width(), lod.height())) {
/external/chromium_org/third_party/skia/src/utils/
H A DSkPatchGrid.cpp164 SkISize lod = SkPatchUtils::GetLevelOfDetail(cubics, &matrix); local
165 maxCols[x] = SkMax32(maxCols[x], lod.width());
166 maxRows[y] = SkMax32(maxRows[y], lod.height());
/external/chromium_org/third_party/mesa/src/src/glsl/
H A Dir_rvalue_visitor.cpp67 handle_rvalue(&ir->lod_info.lod);

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