/external/swiftshader/src/Pipeline/ |
D | SamplerCore.cpp | 24 SamplerCore::SamplerCore(Pointer<Byte> &constants, const Sampler &state) in SamplerCore() function in sw::SamplerCore 29 Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 uvwa[4], Float4 &dRef, Float &&l… in sampleTexture() 302 Float4 SamplerCore::applySwizzle(const Vector4f &c, VkComponentSwizzle swizzle, bool integer) in applySwizzle() 325 Short4 SamplerCore::offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, int… in offsetSample() 362 Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const F… in sampleFilter() 431 Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Fl… in sampleAniso() 515 Vector4s SamplerCore::sampleQuad(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const Flo… in sampleQuad() 527 Vector4s SamplerCore::sampleQuad2D(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, const F… in sampleQuad2D() 730 Vector4s SamplerCore::sample3D(Pointer<Byte> &texture, Float4 &u_, Float4 &v_, Float4 &w_, Vector4i… in sample3D() 879 Vector4f SamplerCore::sampleFloatFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, co… in sampleFloatFilter() [all …]
|
D | BUILD.gn | 23 "SamplerCore.hpp", 39 "SamplerCore.cpp",
|
D | CMakeLists.txt | 29 SamplerCore.cpp 30 SamplerCore.hpp
|
D | SamplerCore.hpp | 56 class SamplerCore class 59 SamplerCore(Pointer<Byte> &constants, const Sampler &state);
|
D | PixelRoutine.hpp | 23 class SamplerCore;
|
D | SpirvShaderSampling.cpp | 155 SamplerCore s(constants, samplerState); in emitSamplerRoutine()
|
/external/swiftshader/src/Shader/ |
D | SamplerCore.cpp | 55 …SamplerCore::SamplerCore(Pointer<Byte> &constants, const Sampler::State &state) : constants(consta… in SamplerCore() function in sw::SamplerCore 59 …Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float… in sampleTexture() 64 …Vector4s SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float… in sampleTexture() 275 …Vector4f SamplerCore::sampleTexture(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Float… in sampleTexture() 502 Vector4f SamplerCore::textureSize(Pointer<Byte> &texture, Float4 &lod) in textureSize() 519 void SamplerCore::border(Short4 &mask, Float4 &coordinates) in border() 525 void SamplerCore::border(Int4 &mask, Float4 &coordinates) in border() 530 …Short4 SamplerCore::offsetSample(Short4 &uvw, Pointer<Byte> &mipmap, int halfOffset, bool wrap, in… in offsetSample() 567 …Vector4s SamplerCore::sampleFilter(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector… in sampleFilter() 668 …Vector4s SamplerCore::sampleAniso(Pointer<Byte> &texture, Float4 &u, Float4 &v, Float4 &w, Vector4… in sampleAniso() [all …]
|
D | CMakeLists.txt | 26 SamplerCore.cpp 39 SamplerCore.hpp
|
D | BUILD.gn | 43 "SamplerCore.cpp",
|
D | SamplerCore.hpp | 48 class SamplerCore class 51 SamplerCore(Pointer<Byte> &constants, const Sampler::State &state);
|
D | PixelRoutine.hpp | 23 class SamplerCore;
|
D | VertexProgram.cpp | 1629 dst = SamplerCore::textureSize(texture, lod); in TEXSIZE() 1669 …return SamplerCore(constants, state.sampler[sampler]).sampleTexture(texture, uvwq.x, uvwq.y, uvwq.… in sampleTexture()
|
D | PixelProgram.cpp | 789 …Vector4f c = SamplerCore(constants, state.sampler[samplerIndex]).sampleTexture(texture, uvwq.x, uv… in sampleTexture() 1321 dst = SamplerCore::textureSize(texture, lod); in TEXSIZE()
|
D | PixelPipeline.cpp | 1244 c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u, v, w, q, q, dsx, dsy); in sampleTexture() 1254 …c = SamplerCore(constants, state.sampler[stage]).sampleTexture(texture, u_q, v_q, w_q, q, q, dsx, … in sampleTexture()
|
/external/swiftshader/docs/ |
D | Index.md | 48 …Core.cpp). Likewise, texture sampling is implemented by [SamplerCore](../src/Shader/SamplerCore.cp…
|
/external/swiftshader/src/ |
D | Android.bp | 171 "Shader/SamplerCore.cpp",
|