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Searched refs:LOD (Results 1 – 22 of 22) sorted by relevance

/external/swiftshader/src/D3D9/
DDirect3DBaseTexture9.cpp28 LOD = 0; in Direct3DBaseTexture9()
183 return LOD; in GetLOD()
216 unsigned long oldLOD = LOD; in SetLOD()
217 LOD = newLOD < levels ? newLOD : levels - 1; in SetLOD()
DDirect3DBaseTexture9.hpp75 unsigned long LOD; member in D3D9::Direct3DBaseTexture9
DDirect3DDevice9.cpp4327 …float LOD = (float&)value - sw::log2((float)context->renderTarget[0]->getSuperSampleCount()); //… in SetSamplerState() local
4328 renderer->setMipmapLOD(type, index, LOD); in SetSamplerState()
6079 int LOD = textureLOD > samplerLOD ? textureLOD : samplerLOD; in bindTextures() local
6083 LOD = 0; in bindTextures()
6097 if(surfaceLevel < LOD) in bindTextures()
6099 surfaceLevel = LOD; in bindTextures()
6126 if(surfaceLevel < LOD) in bindTextures()
6128 surfaceLevel = LOD; in bindTextures()
6154 if(surfaceLevel < LOD) in bindTextures()
6156 surfaceLevel = LOD; in bindTextures()
/external/mesa3d/src/gallium/docs/source/cso/
Dsampler.rst67 according to the texture LOD (lambda) value.
69 the texture LOD value are sampled from. The results of sampling from
97 Minimum level of detail, used to clamp LOD after bias. The LOD values
98 correspond to mipmap levels where LOD=0 is the level 0 mipmap image.
100 Maximum level of detail, used to clamp LOD after bias.
/external/swiftshader/src/Renderer/
DSampler.cpp74 texture.LOD = 0.0f; in Sampler()
347 void Sampler::setMipmapLOD(float LOD) in setMipmapLOD() argument
349 texture.LOD = LOD; in setMipmapLOD()
350 exp2LOD = exp2(LOD); in setMipmapLOD()
DSampler.hpp61 float LOD; member
/external/mesa3d/docs/
DMESA_texture_array.spec70 traditional 3D texturing, the size of the N+1 LOD is half the size
71 of the N LOD in all three dimensions. For the TEXTURE_2D_ARRAY target,
72 the height and width of the N+1 LOD is halved, but the depth is the
754 (3) How does LOD selection work for stacked textures?
757 the LOD selection equations for 2D textures are used. For 1D
758 array textures the T coordinate is ignored, and the LOD selection
760 fragment program with an explicit LOD selection.
DVERSIONS954 - mipmap LOD computation
982 - mipmap LOD computation (fixed for Mesa 4.1)
1041 - better mipmap LOD computation (prevents excessive blurriness)
1262 - ARB frag prog TEX and TEXP instructions now use LOD=0
/external/mesa3d/src/gallium/docs/source/
Dglossary.rst21 LOD
Dcontext.rst84 its format, swizzle and LOD range in sampler view template.
95 the LOD range the texture is going to be constrained to. Note that these
101 texture is going to be constrained to. Similar to the LOD range, this is added
Dtgsi.rst821 .. opcode:: TXL - Texture Lookup With explicit LOD
1400 .. opcode:: SAMPLE_C_LZ - Same as SAMPLE_C, but LOD is 0 and derivatives
1416 that the LOD is provided directly as a scalar value,
1418 is used as the LOD.
Dscreen.rst148 * ``PIPE_CAPF_MAX_TEXTURE_LOD_BIAS``: The maximum :term:`LOD` bias that may be applied
/external/mesa3d/src/mesa/drivers/dri/common/xmlpool/
Dnl.po60 msgid "Forbid negative texture LOD bias"
61 msgstr "Verbied negatief niveau detailonderscheid (LOD) van texturen"
Dfr.po60 msgid "Forbid negative texture LOD bias"
61 msgstr "Interdire le LOD bias negatif"
Dsv.po60 msgid "Forbid negative texture LOD bias"
61 msgstr "Förbjud negativ LOD-kompensation för texturer"
Des.po63 msgid "Forbid negative texture LOD bias"
64 msgstr "Prohibir valores negativos de Nivel De Detalle (LOD) de texturas"
Dde.po61 msgid "Forbid negative texture LOD bias"
/external/swiftshader/src/OpenGL/compiler/
DOutputASM.h240 LOD, enumerator
DOutputASM.cpp240 method = LOD; in TextureFunction()
244 method = LOD; in TextureFunction()
264 method = LOD; in TextureFunction()
269 method = LOD; in TextureFunction()
1288 case TextureFunction::LOD: in visitAggregate()
/external/swiftshader/src/Shader/
DSamplerCore.cpp1454 lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD)); in computeLod()
1513 lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD)); in computeLodCube()
1580 lod = lodBias + *Pointer<Float>(texture + OFFSET(Texture,LOD)); in computeLod3D()
/external/deqp/doc/testspecs/VK/
Dapitests.adoc557 * Mip-mapping with explicit and implicit LOD
/external/vulkan-validation-layers/layers/
Dvk_validation_error_database.txt2155 …SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD bias or any offset …
2169 …SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD bias or any offset …
2189 …SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD bias or any offset …
2209 …SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD bias or any offset …
2227 …SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD bias or any offset …
2248 …SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD bias or any offset …
2256 …SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD bias or any offset …
2269 …SPIR-V OpImageSample* or OpImageSparseSample* instructions that includes a LOD bias or any offset …