Searched refs:sampling (Results 1 - 25 of 53) sorted by relevance
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| /xsrc/external/mit/MesaLib.old/dist/src/gallium/docs/source/cso/ |
| H A D | sampler.rst | 7 this state controls an individual texture unit's texel-sampling settings. 34 nearest sampling mode. 69 the texture LOD value are sampled from. The results of sampling from 76 If set to PIPE_TEX_COMPARE_R_TO_TEXTURE, the result of texture sampling 108 Maximum anistropy ratio to use when sampling from textures. For example,
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| /xsrc/external/mit/MesaLib/dist/docs/gallium/cso/ |
| H A D | sampler.rst | 7 this state controls an individual texture unit's texel-sampling settings. 34 nearest sampling mode. 69 the texture LOD value are sampled from. The results of sampling from 76 If set to PIPE_TEX_COMPARE_R_TO_TEXTURE, the result of texture sampling 108 Maximum anisotropy ratio to use when sampling from textures. For example,
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| /xsrc/external/mit/MesaLib.old/dist/src/gallium/docs/source/ |
| H A D | glossary.rst | 23 switches between mipmaps occur during texture sampling.
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| H A D | resources.rst | 57 They can be also be bound to a shader stage (for sampling) as usual by 76 - Binding to a sampling stage requires GL 3.1 or GL_ARB_texture_buffer_object 162 The 6 surfaces form an imaginary cube, and sampling happens by mapping an
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| /xsrc/external/mit/MesaLib/dist/docs/gallium/ |
| H A D | glossary.rst | 23 switches between mipmaps occur during texture sampling.
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| H A D | resources.rst | 57 They can be also be bound to a shader stage (for sampling) as usual by 76 - Binding to a sampling stage requires GL 3.1 or GL_ARB_texture_buffer_object 162 The 6 surfaces form an imaginary cube, and sampling happens by mapping an
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| /xsrc/external/mit/MesaLib/dist/docs/relnotes/ |
| H A D | 6.4.rst | 40 - fixed bug when bilinear sampling 2d textures with borders
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| H A D | 17.3.9.rst | 84 - compiler/spirv: set is_shadow for depth comparitor sampling opcodes
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| H A D | 19.0.5.rst | 103 - anv: Fix some depth buffer sampling cases on ICL+
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| H A D | 21.1.1.rst | 191 - anv: Avoid sampling some MCS surfaces with clear 192 - iris: Avoid sampling some MCS surfaces with clear
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| H A D | 11.1.4.rst | 125 - gallivm: make sampling more robust against bogus coordinates
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| H A D | 13.0.2.rst | 121 - i965/hsw: Set integer mode in sampling state for stencil texturing
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| H A D | 17.1.7.rst | 102 - anv/formats: Allow sampling on depth-only formats on gen7
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| H A D | 20.3.1.rst | 38 - \[Intel][OpenGL\] Fail to get correct value when sampling from a texture in depth formats.
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| H A D | 21.1.2.rst | 64 - svga: fix texture rectangle sampling when no sampler view declaration is defined
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| H A D | 11.2.2.rst | 148 - gallivm: make sampling more robust against bogus coordinates
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| H A D | 13.0.5.rst | 145 - isl/formats: Only advertise sampling for A4B4G4R4 on Broadwell
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| H A D | 18.0.1.rst | 118 - compiler/spirv: set is_shadow for depth comparitor sampling opcodes
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| H A D | 20.2.5.rst | 42 - [Intel][OpenGL] Fail to get correct value when sampling from a texture in depth formats.
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| H A D | 11.2.0.rst | 95 [BDW, BSW] piglit sampling-2d-array-as-2d-layer fails 271 piglit.spec.arb_texture_view.sampling-2d-array-as-2d-layer assertion
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| H A D | 13.0.0.rst | 169 Cannot use image from swapchains for sampling 222 [BDW] GL45-CTS.texture_cube_map_array.sampling asserts inside
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| /xsrc/external/mit/MesaLib.old/dist/docs/specs/ |
| H A D | MESA_ycbcr_texture.spec | 37 RGB during texture sampling, after-which, all the usual per-fragment 129 texture sampling using an implementation dependent conversion.
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| /xsrc/external/mit/MesaLib/dist/docs/_extra/specs/ |
| H A D | MESA_ycbcr_texture.spec | 37 RGB during texture sampling, after-which, all the usual per-fragment 129 texture sampling using an implementation dependent conversion.
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| /xsrc/external/mit/MesaLib.old/dist/src/mesa/drivers/dri/i965/ |
| H A D | intel_mipmap_tree.h | 287 * \brief Shadow miptree for sampling when the main isn't supported by HW. 707 enum isl_format view_format, bool sampling,
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| /xsrc/external/mit/MesaLib/dist/docs/isl/ |
| H A D | formats.rst | 131 When sampling from a texture, the value returned to the shader is in the linear 132 colorspace. The conversion from sRGB happens as part of sampling. In OpenGL,
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