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Searched refs:addressingModeW (Results 1 – 6 of 6) sorted by relevance

/external/swiftshader/src/Renderer/
DSampler.cpp59 addressingModeW = ADDRESSING_WRAP; in Sampler()
97 state.addressingModeW = getAddressingModeW(); in samplerState()
283 addressingModeW = addressingMode; in setAddressingModeW()
497 return addressingModeW; in getAddressingModeW()
DSampler.hpp154 AddressingMode addressingModeW : BITS(ADDRESSING_LAST); member
226 AddressingMode addressingModeW; member in sw::Sampler
/external/swiftshader/src/Device/
DSampler.cpp58 addressingModeW = ADDRESSING_WRAP; in Sampler()
96 state.addressingModeW = getAddressingModeW(); in samplerState()
280 addressingModeW = addressingMode; in setAddressingModeW()
484 return addressingModeW; in getAddressingModeW()
DSampler.hpp154 AddressingMode addressingModeW : BITS(ADDRESSING_LAST); member
224 AddressingMode addressingModeW; member in sw::Sampler
/external/swiftshader/src/Pipeline/
DSamplerCore.cpp544 if(state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D) in sampleFilter()
563 (state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D)) in sampleFilter()
664 Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap); in sampleQuad2D()
859 Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap); in sample3D()
881 …s[i][j][k] = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_… in sample3D()
1016 if(state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D) in sampleFloatFilter()
1035 (state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D)) in sampleFloatFilter()
1135 …address(w, z0, z0, fv, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, fun… in sampleFloat2D()
1204 …address(w, z0, z1, fw, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, fun… in sampleFloat3D()
1601 …= applyOffset(wwww, offset.z, Int4(d), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeW); in computeIndices()
/external/swiftshader/src/Shader/
DSamplerCore.cpp635 if(state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D) in sampleFilter()
654 (state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D)) in sampleFilter()
755 Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap); in sampleQuad2D()
950 Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap); in sample3D()
972 …s[i][j][k] = offsetSample(wwww, mipmap, OFFSET(Mipmap,wHalf), state.addressingModeW == ADDRESSING_… in sample3D()
1107 if(state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D) in sampleFloatFilter()
1126 (state.addressingModeW == ADDRESSING_BORDER && state.textureType == TEXTURE_3D)) in sampleFloatFilter()
1226 …address(w, z0, z0, fv, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, fun… in sampleFloat2D()
1295 …address(w, z0, z1, fw, mipmap, offset.z, filter, OFFSET(Mipmap, depth), state.addressingModeW, fun… in sampleFloat3D()
1692 …= applyOffset(wwww, offset.z, Int4(d), texelFetch ? ADDRESSING_TEXELFETCH : state.addressingModeW); in computeIndices()