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Searched refs:secondLOD (Results 1 – 2 of 2) sorted by relevance

/external/swiftshader/src/Shader/
DSamplerCore.hpp46 …d, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod m…
47 …> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
48 …> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
49 …(Pointer<Byte> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);
51 …d, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod m…
52 …> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
53 …> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD);
54 …(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, bool secondLOD);
62 …&texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);
DSamplerCore.cpp696 …d, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Int face[4], bool secondLOD, SamplerMethod m… in sampleAniso() argument
700 sampleQuad(texture, c, u, v, w, lod, face, secondLOD); in sampleAniso()
731 sampleQuad(texture, c, u0, v0, w, lod, face, secondLOD); in sampleAniso()
752 …e> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD) in sampleQuad() argument
756 sampleQuad2D(texture, c, u, v, w, lod, face, secondLOD); in sampleQuad()
760 sample3D(texture, c, u, v, w, lod, secondLOD); in sampleQuad()
764 …e> &texture, Vector4s &c, Float4 &u, Float4 &v, Float4 &w, Float &lod, Int face[4], bool secondLOD) in sampleQuad2D() argument
772 selectMipmap(texture, buffer, mipmap, lod, face, secondLOD); in sampleQuad2D()
969 …inter<Byte> &texture, Vector4s &c_, Float4 &u_, Float4 &v_, Float4 &w_, Float &lod, bool secondLOD) in sample3D() argument
977 selectMipmap(texture, buffer, mipmap, lod, face, secondLOD); in sample3D()
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