Searched refs:LOD (Results 1 - 25 of 63) sorted by relevance

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/xsrc/external/mit/MesaLib/dist/docs/isl/
H A Dhiz.rst13 The hierarchical depth buffer does not support the LOD field, it is assumed
15 for each LOD used, and the corresponding buffer’s state delivered to
16 hardware each time a new depth buffer state with modified LOD is delivered.
19 on sandy bridge also lacks an LOD field. Empirically, the hardware doesn't
20 pull the stencil LOD from ``3DSTATE_DEPTH_BUFFER``, it's just always 0 like
24 each LOD. However, it's not quite as simple as that. If you ignore layered
27 clever because we need a "real" array surface at each LOD. ISL solves this
39 LOD, this means that, technically, we have a full-sized single-LOD stencil or
/xsrc/external/mit/MesaLib.old/dist/src/gallium/docs/source/cso/
H A 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.
/xsrc/external/mit/MesaLib/dist/docs/gallium/cso/
H A 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.
/xsrc/external/mit/MesaLib.old/dist/src/gallium/docs/source/
H A Dglossary.rst21 LOD
H A Dtgsi.rst752 .. opcode:: TEX_LZ - Texture Lookup With LOD = 0
754 This is the same as TXL with LOD = 0. Like every texture opcode, it obeys
775 .. opcode:: TXL - Texture Lookup With explicit LOD
801 .. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
964 Compute the LOD information that the texture pipe would use to access the
965 texture. The Y component contains the computed LOD lambda_prime. The X
966 component contains the LOD that will be accessed, based on min/max lod's
2394 Same as SAMPLE_C, but LOD is 0 and derivatives are ignored. The LZ stands
2414 SAMPLE_L is identical to the SAMPLE opcode except that the LOD is provided
2500 .. opcode:: LOD
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H A Dcontext.rst121 its format, swizzle and LOD range in sampler view template.
132 the LOD range the texture is going to be constrained to. Note that these
138 texture is going to be constrained to. Similar to the LOD range, this is added
/xsrc/external/mit/MesaLib/dist/docs/gallium/
H A Dglossary.rst21 LOD
H A Dtgsi.rst737 LOD bias value for cube map arrays and shadow cube maps.
777 .. opcode:: TEX_LZ - Texture Lookup With LOD = 0
779 This is the same as TXL with LOD = 0. Like every texture opcode, it obeys
800 .. opcode:: TXL - Texture Lookup With explicit LOD
802 for cube map array textures, the explicit LOD value
826 .. opcode:: TXL2 - Texture Lookup With explicit LOD (for cube map arrays only)
829 explicit LOD value.
998 Compute the LOD information that the texture pipe would use to access the
999 texture. The Y component contains the computed LOD lambda_prime. The X
1000 component contains the LOD tha
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H A Dcontext.rst142 its format, swizzle and LOD range in sampler view template.
153 the LOD range the texture is going to be constrained to. Note that these
159 texture is going to be constrained to. Similar to the LOD range, this is added
/xsrc/external/mit/MesaLib/dist/docs/relnotes/
H A D7.0.rst45 - glPopAttrib didn't restore texture object's LOD bias (bug 11049)
H A D17.0.4.rst85 - i965/fs: Always provide a default LOD of 0 for TXS and TXL
H A D7.10.2.rst94 - st/mesa: Apply LOD bias from correct texture unit
112 - st/mesa: Apply LOD from texture object
H A D19.3.2.rst39 - [RADV] [Navi] LOD artifacting in Halo - The Master Chief Collection
H A D20.2.2.rst130 - aco: fix determining if LOD is zero for nir_texop_txf/nir_texop_txs
H A D7.8.2.rst67 - Fixed texture LOD clamping in i915 driver. `Bug
H A D17.0.1.rst119 - i965/sampler_state: Clamp min/max LOD to 14 on gen7+
H A D17.1.4.rst143 - etnaviv: advertise correct max LOD bias
H A D9.0.3.rst180 - i965/vs: Set LOD to 0 for ordinary texture() calls.
H A D7.10.3.rst184 - ir_to_mesa: Handle shadow compare w/projection and LOD bias correctly
/xsrc/external/mit/MesaLib.old/dist/docs/specs/
H A 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.
/xsrc/external/mit/MesaLib/dist/docs/_extra/specs/
H A 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.
/xsrc/external/mit/MesaLib.old/dist/src/intel/isl/
H A Disl_emit_depth_stencil.c87 db.LOD = info->view->base_level;
/xsrc/external/mit/MesaLib/dist/src/intel/isl/
H A Disl_emit_depth_stencil.c98 db.LOD = info->view->base_level;
/xsrc/external/mit/MesaLib.old/dist/src/gallium/auxiliary/tgsi/
H A Dtgsi_info_opcodes.h252 OPCODE(1, 3, OTHR, LOD)
/xsrc/external/mit/MesaLib/dist/src/gallium/auxiliary/tgsi/
H A Dtgsi_info_opcodes.h252 OPCODE(1, 3, OTHR, LOD)

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