History log of /external/swiftshader/src/Shader/SamplerCore.hpp
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
c0632c9470e2812d3f12e6462d07af4760f3d078 02-Mar-2018 Alexis Hetu <sugoi@google.com> Added support for sampler2DRect in ESSL3

Being able to sample from sampler2DRect using the "texture" function is required for Chromium on Mac.

Change-Id: Iea8970aaec29734a251bcfc19a03223d0ebfbc7e
Reviewed-on: https://swiftshader-review.googlesource.com/17572
Reviewed-by: Alexis Hétu <sugoi@google.com>
Tested-by: Alexis Hétu <sugoi@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
4676862e987be2c05ca2825783f2f54cf2f29eb7 17-Jan-2018 Alexis Hetu <sugoi@google.com> Texture Rectangle implementation

This adds support for GL_ARB_texture_rectangle, as it is used in Chromium.
This is required in order to use EGL/GLES on MacOS using IOSurface,
in order to be able to run Chromium on top of SwiftShader on MacOS.

Change-Id: I3c0b6a137892583bbfbc68149874d5bec3026b4a
Reviewed-on: https://swiftshader-review.googlesource.com/16368
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
b81efca01dd081d4b2bb5be0d5a1d9384751818c 19-Dec-2017 Nicolas Capens <capn@google.com> Optimize mipmap base level.

We can avoid adding the base level to the computed lod by putting the
base level at index 0 of the mipmap array.

Change-Id: I0bdebec3e4d0a3617dea9e3d28fdeb5dae40444b
Reviewed-on: https://swiftshader-review.googlesource.com/15329
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
467ce5a1a314118d006769e13125ba2f956fa5f6 19-Dec-2017 Nicolas Capens <capn@google.com> Implement mipmap base/max level.

Change-Id: I611815fb0dcbba97e67f3c146dffb463f133447e
Reviewed-on: https://swiftshader-review.googlesource.com/15248
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
5555af49d0e25a373939b557762041b4d384f8ad 14-Dec-2017 Nicolas Capens <capn@google.com> Implement sRGB texture sampling.

Previously sRGB data was converted to linear space on upload. This
caused a loss of precision. This change performs the conversion after
texel lookup. Note that we had a code path for performing the
conversion after filtering, but that leads to failures in dEQP and
unacceptable darkening between texels.

Also, glTexSubImage calls can update sRGB textures using a format/type
combination with no indication of the color space, which caused an
unintentional conversion on upload. Likewise we were missing support
for an A2B10G10R10UI implementation format.

Change-Id: Ib10845f628fb2d1849e88d7a9350868cdec32fa2
Reviewed-on: https://swiftshader-review.googlesource.com/15068
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
823c1c10367c2e570c3533c79083c7321d18ecdb 22-Nov-2017 Nicolas Capens <capn@google.com> Compute cube LOD based on Manhattan distance.

We previously computed the LOD of cube maps using the 3D Euclidean
distance between the intersections of the sampling rays of a quad with
the cube. This underestimates the gradient at the edges where these
rays intersect multiple faces. Instead use the Manhattan distance. This
may overestimate the footprint dimensions, but only leads to slight
blurring instead of aliasing.

Change-Id: I5ddbb39765462b1c55c4143b5806154cbdfe7130
Reviewed-on: https://swiftshader-review.googlesource.com/5173
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
77f0b68a5b5ec230d4182647d5167c9ebf9d7aab 07-Nov-2017 Nicolas Capens <capn@google.com> Fix cube texture gradient calculation.

Cube texture sampling functions which take explicit gradients require
the gradients to divided by the same factor used to project the texture
coordinates onto the cube. Previously we assumed they were already in
the projected coordinate space.

Change-Id: I2825df17bee74b551b8d7491c050b7766653a65c
Reviewed-on: https://swiftshader-review.googlesource.com/13552
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
a0b5783f31ffec2eef21548ce04cbc447d22148c 07-Nov-2017 Nicolas Capens <capn@google.com> Pass the sampling lod/bias as a separate parameter.

This is necessary for cube or 2D array shadow texture sampling
functions which need the fourth texture coordinate component for
depth comparison while also taking a lod or bias parameter.

Change-Id: I1e1399f134e22cecaff97a224df2c13c57ba3a40
Reviewed-on: https://swiftshader-review.googlesource.com/13551
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
89a218b476e290a0e42e3fd23d913333ec0e5847 07-Nov-2017 Nicolas Capens <capn@google.com> Refactor sampling functions to use a return value.

Change-Id: Ib62f310abecbc4cdaf6e9300791600f25af0eaf3
Reviewed-on: https://swiftshader-review.googlesource.com/13550
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
de9034496feb787ccf6680b83c56479b2eb2e4ce 07-Nov-2017 Nicolas Capens <capn@google.com> Create SamplerCore on demand.

Previously we dynamically allocated an array of SamplerCores. This
isn't necessary and we can just create one as a temporary object where
used. This has the added advantage that we could have Reactor variables
as class members and keep them short-lived.

Change-Id: Ifb2e6edbf275aa793bd7880bd35384e16000007d
Reviewed-on: https://swiftshader-review.googlesource.com/13548
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
5790c95e78a6e98d82e6c9ed0b8dc60c4bdeb5fa 01-Aug-2017 Nicolas Capens <capn@google.com> Refactor sampleTexel() to use a return value.

We can rely on return value optimization to return Reactor types at the
same cost as passing them by reference.

Change-Id: I9f092bcefd17131a07bef32032c5f2ab98392328
Reviewed-on: https://swiftshader-review.googlesource.com/10569
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
91dd1c4c3e28a9485139b5bdbf1d2451e8549ebb 18-Jul-2017 Alexis Hetu <sugoi@google.com> Unnormalized integer formats now all use the same path

Integer formats are: UInt32/Int32/UInt16/Int16/UInt8/Int8
The 32 bit formats required using the floating point path for precision,
while the 16 bit and 8 bit formats were going through the short integer
path. Since all formats need to be treated as Int within a 32 bit Float
in the end, this cl unifies all integer formats under the same path.

Related dEQP tests are: functional.texture.format.sized.2d.*

Bug swiftshader:76

Change-Id: Ia2e0972243290e8b1139081222a3f19ab9e65c9f
Reviewed-on: https://swiftshader-review.googlesource.com/10748
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
75a6185ae44bea0c703f8a24dc4feea671416b54 14-Jul-2017 Alexis Hetu <sugoi@google.com> Compute texture coordinates using floating point operations

Modified the texture coordinate computation to use floating
point operations when sampling floating point textures to
increase accuracy and remove useless type conversions.

Bug swiftshader:76

Change-Id: I76e5fd9a68aa6ba5eb21524edb8c6c6183e5430e
Reviewed-on: https://swiftshader-review.googlesource.com/10628
Tested-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
6e744267d366d897716136c0008f934f16055ada 07-Jul-2017 Nicolas Capens <capn@google.com> Improve mipmap LOD calculation precision.

Our approximation for log2() linearly interpolates between powers of
two. This is not accurate enough for some use cases. Squaring the input
effectively doubles the number of piecewise linear segments.

Bug swiftshader:71

Change-Id: Ie7a1da6b93cb5fbed018b61cf8510393964b5aa4
Reviewed-on: https://swiftshader-review.googlesource.com/10450
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
5de90b247854dfa8c78c219ea1c611a2d61ae5ff 17-Jul-2017 Alexis Hetu <sugoi@google.com> Added support for most formats to FP sampleTexel

This change is effectively noop by itself, but allows the
floating point path to read all texture formats (except YUV).
This is required by the floating point path to be able to
perform higher precision filtering on all formats (except YUV).

Bug swiftshader:76

Change-Id: I5d0d24c00357b4b77cca2ca8a65d082db7635b40
Reviewed-on: https://swiftshader-review.googlesource.com/10668
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Tested-by: Alexis Hétu <sugoi@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
9b0e65571b34a724676827e3f7b65fe6436bb8a3 27-Jan-2017 Nicolas Capens <capn@google.com> Use unsigned index array accesses for texture sampling.

Array accesses with unsigned indices can be faster on x86-64 because
we can take advantage of implicit zero-extension of 32-bit integers to
64-bit during pointer arithmetic.

Change-Id: I17d531d9ad05c2d2994f007d5444b2a514a591b8
Reviewed-on: https://swiftshader-review.googlesource.com/8571
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
d022e412cf8e5f175f990f6c2582e703c9a2739d 26-Sep-2016 Nicolas Capens <capn@google.com> Move Reactor type definitions to Reactor.hpp.

Just a refactoring, to make it clearer that Reactor types are the
higher level abstraction, with Nucleus the intermediate interface.

Bug swiftshader:10

Change-Id: I87d8a03cd05d7847511692c5ac9862e77d670801
Reviewed-on: https://swiftshader-review.googlesource.com/7279
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
a3c16e400836236a8c6dacd0e504f3bbc0d6b886 15-Jun-2016 Nicolas Capens <capn@google.com> Combine sampler method and option into a structure.

Change-Id: Ie3caecf275ffb51fbd512560cb66fcf2a32b3bbe
Reviewed-on: https://swiftshader-review.googlesource.com/5595
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Meng-Lin Wu <marleymoo@google.com>
Tested-by: Meng-Lin Wu <marleymoo@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
0484c799e713845e139ecc18dbd7d9134d9f361d 14-Jun-2016 Nicolas Capens <capn@google.com> Perform texture coordinate projection early.

Change-Id: Ia907ff073bf00114b2a3e72c495bf96c5a57154e
Reviewed-on: https://swiftshader-review.googlesource.com/5592
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Meng-Lin Wu <marleymoo@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
2fce5821757ec686a837035cf0decba9039fdfb0 07-Jun-2016 Meng-Lin Wu <marleymoo@google.com> texelFetch implementation

Passes all texelFetch and texelFetchOffset tests in dEQP.

Change-Id: Ic212d326d1c062f1947696e6963fef300b7737f1
Reviewed-on: https://swiftshader-review.googlesource.com/5512
Tested-by: Meng-Lin Wu <marleymoo@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
9f7d5621a0e619df5780d1a29b6e751eb43e409b 02-Jun-2016 Alexis Hetu <sugoi@google.com> Texture size fix

I looked into the texture size issue and I removed the " + Int(1)"
used on the LOD and replaced it with "baseLevel", which I think makes
more sense. Without the "+1", some tests using baseLevel==1 fail, but
all tests pass when I use "+baseLevel". I'm not 100% sure why the
"+1" wasn't making tests that were using baseLevel==0 fail.

Note that, for now, the new Sampler::State "baseLevel" member will
always be 0, as the code to set it hasn't landed yet and will be in
another cl.

Change-Id: I8532bb7009abcc15e03416489f1d25027e336457
Reviewed-on: https://swiftshader-review.googlesource.com/5471
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
2337a192aa163b1076ba768e414c5fe27f1a9143 01-Jun-2016 Meng-Lin Wu <marleymoo@google.com> texoffset implementation

Related deqp tests:
textureoffset
textureprojoffset
texturelodoffset
textureprojlodoffset
texturegradoffset
textureprojgradoffset

Change-Id: Id83abe3f24ec789345a9ce7dcf6e146e2410da3b
Reviewed-on: https://swiftshader-review.googlesource.com/5451
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
0bac285a78df6a6d7a6b68784748b92805420ffb 07-May-2016 Nicolas Capens <capn@google.com> Apply the Apache 2.0 license.

Change-Id: I4a7aeefedcd2d891093520d5a10ebefadcddb5be
Reviewed-on: https://swiftshader-review.googlesource.com/5320
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
2cfadc687e48e6cc5cf6e281b3e69f24cc181bbc 19-Apr-2016 Nicolas Capens <capn@google.com> Compute cube LOD from 3D cube intersection distance.

We used to compute the cube map LOD by projecting all sampling rays onto the
same face (arbitrarily chosen). This changes it to intersect the rays with the
cube and use the 3D distance between them.

Change-Id: If90b29cb4c13e6128ce6642eb28bb92602e783df
Reviewed-on: https://swiftshader-review.googlesource.com/5160
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
c2534f4bc37baf48d9910d3691352ff83e3bea49 04-Apr-2016 Nicolas Capens <capn@google.com> Refactor sampler LOD calculation method into an enum.

Change-Id: I0beed96cd68608ce07aec0b11f14d6f61e67e53d
Reviewed-on: https://swiftshader-review.googlesource.com/5034
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
5989fab7c4982481acdd0eb8d6532761c1540a37 15-Feb-2016 Nicolas Capens <capn@google.com> Implement support for separate minification/magnification filters.

Bug 22373253

Change-Id: Iaa30a341e5eaa58c2ef531fce503631828c5ee9d
Reviewed-on: https://swiftshader-review.googlesource.com/4757
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
7bb62683e90d13af8dd62b8ea8f2b633f714af21 08-Feb-2016 Nicolas Capens <capn@google.com> Refactor texture coordinate addressing.

Unify address() and addressW() by introducing a new addressing mode.

Change-Id: I09f9cbbe7800cfd5ef737322d680327aeddd27f1
Reviewed-on: https://swiftshader-review.googlesource.com/4714
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
c8b978570e2f92cd1dff81c6b4ccdaa53708c521 05-Feb-2016 Alexis Hetu <sugoi@google.com> 2D array filtering crash fix

2D array textures aren't supposed to filter between layers and the
computation used in the filtering code is meant to work with 3D
textures, not 2D array textures. The 2D array textures now use the
2D texture path instead of the 3D texture path to solve this issue.

Change-Id: Iea8fcfe67cce7ae70e39081af07e67fa59b268ff
Reviewed-on: https://swiftshader-review.googlesource.com/4690
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
f15e8940796610ec728d5a4304d48acbd5eb3a0e 01-Dec-2015 Alexis Hetu <sugoi@google.com> Enabled 2D array textures

- Implemented mipmap generation and completeness checks for
Texture2DArray.
- Fixed texture parameters setters and getters along with
mipmap generation functions to use the proper 2D array
texture instead of the 3D texture for 2D array textures.
- Enabled the same path as 3D texture for 2D array textures
in the sampler.
- Added an address function for the w component, which
simply clamps the rounded value for 2D array textures and
adapted SamplerCore::computeIndices to this new behavior.

Change-Id: Ida0659afac75330bfd9af4052cfd2625c729f9ef
Reviewed-on: https://swiftshader-review.googlesource.com/4310
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
8e8a7e85cb5749b2cf86c5a6756d951c433a54c9 01-Sep-2015 Nicolas Capens <capn@google.com> Implement support for YV12 texture sampling.

Bug 21572252

Change-Id: Iaf54b4d960dbc243c40f981e1c73c199481e2d28
Reviewed-on: https://swiftshader-review.googlesource.com/3930
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
21bda852b61b1f1c4ab06d34070bce1a4111e946 01-Sep-2015 Nicolas Capens <capn@google.com> Test for 8-bit components instead of not 16-bit components.

Bug 21572252

Change-Id: I0c5aedf4fec7238544c1d716f65f0fd91cd59b57
Reviewed-on: https://swiftshader-review.googlesource.com/3937
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
d43f4cecd1d05e2eb1c2f56d7594579563434cd1 13-May-2015 Nicolas Capens <capn@google.com> Add utility function for 16-bit texture formats.

Bug 20891368

Change-Id: I6fb0ed00b903fe86c3b5c730842d28e9c212e04e
Reviewed-on: https://swiftshader-review.googlesource.com/3100
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
e1a50af5e85a25905063472fc96076c659979bb2 13-May-2015 Nicolas Capens <capn@google.com> Add 6-bit and 5-bit sRGB conversion.

Bug 20891368

Change-Id: I3b7066f20f0e669dc1d3abe9222654318ae3b011
Reviewed-on: https://swiftshader-review.googlesource.com/3114
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
cfd0e6ccb08d94b016b7c78edd0d0eb1f4dbaaed 12-May-2015 Nicolas Capens <capn@google.com> Match parameter order between float and integer sampling.

Change-Id: I86333f0f4d8a9e180a2f7f902d865b664eb836eb
Reviewed-on: https://swiftshader-review.googlesource.com/3102
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
9651718a9d3f6340fc3cab3712158f6c10ac8800 15-Apr-2015 Alexis Hetu <sugoi@google.com> Renamed Vector4i to Vector4s

The current Vector4i was a vector of shorts
and OpenGL ES 3.0 actually requires vectors
of ints and uints, so I renamed Vector4i to
Vector4s so that I may later add Vector4i
and Vector4u with the proper internal
representation.

Change-Id: I9d413c459154c7ef9ddafc46b9fb7fa6186633b8
Reviewed-on: https://swiftshader-review.googlesource.com/2851
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
/external/swiftshader/src/Shader/SamplerCore.hpp
66b8ab22586debccb1f787d4d52b7f042d4ddeb8 06-May-2014 John Bauman <jbauman@google.com> Add SwiftShader dump from Feb 6 2013
/external/swiftshader/src/Shader/SamplerCore.hpp
19bac1e08be200c31efd26f0f5fd144c9b3eefd3 06-May-2014 John Bauman <jbauman@google.com> Update SwiftShader to April code dump.

April code dump from Transgaming. Adds new shader compiler.
/external/swiftshader/src/Shader/SamplerCore.hpp
894018228b0e0bdbd7aa7e8f47d4a9458789ca82 06-May-2014 John Bauman <jbauman@google.com> Add SwiftShader source to repo

Oct 6 code drop from Transgaming
Review URL: https://chromereviews.googleplex.com/3846015
/external/swiftshader/src/Shader/SamplerCore.hpp