Lines Matching defs:lod

356 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); }
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); }
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)
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 = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
603 const bool useSafeTexCoords = isLevelNearest(lod > 0.0f ? m_minFilter : m_magFilter);
608 renderCell (rend.textureNdx, lod, grid);
609 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
630 void Vertex2DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
659 glUniform1f(lodLoc, lod);
677 void Vertex2DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
679 setupShaderInputs(textureNdx, lod, grid);
683 void Vertex2DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
685 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_minFilter, m_magFilter), grid, dst, dstRegion);
705 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
706 void renderCell (int textureNdx, float lod, const Grid& grid) const;
707 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
934 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
935 const bool useSafeTexCoords = isLevelNearest(lod > 0.0f ? m_minFilter : m_magFilter);
940 renderCell (rend.textureNdx, lod, grid);
941 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
962 void VertexCubeTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
991 glUniform1f(lodLoc, lod);
1009 void VertexCubeTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1011 setupShaderInputs(textureNdx, lod, grid);
1016 void VertexCubeTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1019 computeReference(m_textures[textureNdx]->getRefTexture(), lod, sampler, grid, dst, dstRegion);