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Searched refs:dsdx (Results 1 – 5 of 5) sorted by relevance

/external/mesa3d/src/mesa/swrast/
Ds_span.c414 _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, in _swrast_compute_lambda() argument
418 GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ); in _swrast_compute_lambda()
436 _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
440 GLfloat dsdx2 = (s + dsdx) / (q + dqdx) - s * invQ;
485 const GLfloat dsdx = span->attrStepX[attr][0]; in interpolate_texcoords() local
492 GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx; in interpolate_texcoords()
535 lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, in interpolate_texcoords()
538 s += dsdx; in interpolate_texcoords()
552 lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, in interpolate_texcoords()
555 s += dsdx; in interpolate_texcoords()
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Ds_points.c124 GLfloat s, r, dsdx; in sprite_point() local
128 dsdx = 1.0F / size; in sprite_point()
159 span.attrStepX[attr][0] = dsdx; in sprite_point()
176 span.attrStepX[FRAG_ATTRIB_PNTC][0] = dsdx; in sprite_point()
Ds_span.h194 _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
Ds_texfilter.c1886 const GLfloat dsdx = span->attrStepX[attr][0]; in sample_lambda_2d_aniso() local
1892 GLfloat s = span->attrStart[attr][0] + span->leftClip * dsdx; in sample_lambda_2d_aniso()
1915 GLfloat dudx = texW * ((s + dsdx) / (q + dqdx) - s * invQ); in sample_lambda_2d_aniso()
1931 s += dsdx; in sample_lambda_2d_aniso()
/external/mesa3d/src/gallium/drivers/softpipe/
Dsp_tex_sample.c494 float dsdx = fabsf(s[QUAD_BOTTOM_RIGHT] - s[QUAD_BOTTOM_LEFT]); in compute_lambda_1d() local
496 float rho = MAX2(dsdx, dsdy) * u_minify(texture->width0, samp->view->u.tex.first_level); in compute_lambda_1d()
509 float dsdx = fabsf(s[QUAD_BOTTOM_RIGHT] - s[QUAD_BOTTOM_LEFT]); in compute_lambda_2d() local
513 float maxx = MAX2(dsdx, dsdy) * u_minify(texture->width0, samp->view->u.tex.first_level); in compute_lambda_2d()
528 float dsdx = fabsf(s[QUAD_BOTTOM_RIGHT] - s[QUAD_BOTTOM_LEFT]); in compute_lambda_3d() local
534 float maxx = MAX2(dsdx, dsdy) * u_minify(texture->width0, samp->view->u.tex.first_level); in compute_lambda_3d()