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Searched refs:sDepth (Results 1 – 3 of 3) sorted by relevance

/external/swiftshader/src/Device/
DBlitter.hpp128 int sDepth; member
181 Int &sWidth, Int &sHeight, Int &sDepth,
DBlitter.cpp1429 Int &sWidth, Int &sHeight, Int &sDepth, in sample() argument
1448 Z = Clamp(Z, 0, sDepth - 1); in sample()
1488 Z = Min(Max(z, 0.5f), Float(sDepth) - 0.5f); in sample()
1619 Int sDepth = *Pointer<Int>(blit + OFFSET(BlitData, sDepth)); in generate() local
1690 Z = Clamp(Z, 0, sDepth - 1); in generate()
1706 Float4 color = sample(source, x, y, z, sWidth, sHeight, sDepth, sSliceB, sPitchB, state); in generate()
/external/swiftshader/src/OpenGL/libGLESv2/
DDevice.cpp662 int sDepth = source->getDepth(); in stretchCube() local
667 if((sWidth == 0) || (sHeight == 0) || (sDepth == 0) || in stretchCube()
673 bool scaling = (sWidth != dWidth) || (sHeight != dHeight) || (sDepth != dDepth); in stretchCube()