Lines Matching refs:vvvv
95 Float4 vvvv = v; in sampleTexture() local
109 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function); in sampleTexture()
114 cubeFace(face, uuuu, vvvv, u, v, w, M); in sampleTexture()
120 computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function); in sampleTexture()
125 …c = sampleFilter(texture, uuuu, vvvv, wwww, offset, lod, anisotropy, uDelta, vDelta, face, functio… in sampleTexture()
129 …Vector4f cf = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, … in sampleTexture()
259 Float4 vvvv = v; in sampleTexture() local
273 computeLod(texture, lod, anisotropy, uDelta, vDelta, uuuu, vvvv, bias.x, dsx, dsy, function); in sampleTexture()
278 cubeFace(face, uuuu, vvvv, u, v, w, M); in sampleTexture()
284 computeLod3D(texture, lod, uuuu, vvvv, wwww, bias.x, dsx, dsy, function); in sampleTexture()
287 …c = sampleFloatFilter(texture, uuuu, vvvv, wwww, qqqq, offset, lod, anisotropy, uDelta, vDelta, fa… in sampleTexture()
663 Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap); in sampleQuad2D() local
668 c = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, buffer, function); in sampleQuad2D()
673 …Short4 vvvv0 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSIN… in sampleQuad2D()
675 …Short4 vvvv1 = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSIN… in sampleQuad2D()
858 Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap); in sample3D() local
863 c_ = sampleTexel(uuuu, vvvv, wwww, offset, mipmap, buffer, function); in sample3D()
880 …v[i][j][k] = offsetSample(vvvv, mipmap, OFFSET(Mipmap,vHalf), state.addressingModeV == ADDRESSING_… in sample3D()
1290 … Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &uuuu, Float4 &vvvv, const Float &lodBi… in computeLod() argument
1298 duvdxy = Float4(uuuu.yz, vvvv.yz) - Float4(uuuu.xx, vvvv.xx); in computeLod()
1427 …void SamplerCore::computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &uuuu, Float4 &vvvv, Flo… in computeLod3D() argument
1436 dvdxy = vvvv - vvvv.xxxx; in computeLod3D()
1564 …void SamplerCore::computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &o… in computeIndices() argument
1572 vvvv = MulHigh(As<UShort4>(vvvv), *Pointer<UShort4>(mipmap + OFFSET(Mipmap, height))); in computeIndices()
1580 …vvvv = applyOffset(vvvv, offset.y, Int4(h), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingM… in computeIndices()
1584 uuuu = As<Short4>(UnpackLow(uuuu, vvvv)); in computeIndices()
1585 uuu2 = As<Short4>(UnpackHigh(uuu2, vvvv)); in computeIndices()
1638 …void SamplerCore::computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<… in computeIndices() argument
1640 UInt4 indices = uuuu + vvvv; in computeIndices()
1860 …Vector4s SamplerCore::sampleTexel(Short4 &uuuu, Short4 &vvvv, Short4 &wwww, Vector4f &offset, Poin… in sampleTexel() argument
1865 computeIndices(index, uuuu, vvvv, wwww, offset, mipmap, function); in sampleTexel()
1930 computeIndices(index, uuuu, vvvv, wwww, offset, mipmap + sizeof(Mipmap), function); in sampleTexel()
1972 …Vector4f SamplerCore::sampleTexel(Int4 &uuuu, Int4 &vvvv, Int4 &wwww, Float4 &z, Pointer<Byte> &mi… in sampleTexel() argument
1977 computeIndices(index, uuuu, vvvv, wwww, mipmap, function); in sampleTexel()