void sampleFloat(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
void sampleFloat2D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, Int face[4], bool secondLOD, SamplerFunction function);
void sampleFloat3D(Pointer<Byte> &texture, Vector4f &c, Float4 &u, Float4 &v, Float4 &w, Vector4f &offset, Float &lod, bool secondLOD, SamplerFunction function);
+ Float log2sqrt(Float lod);
void computeLod(Pointer<Byte> &texture, Float &lod, Float &anisotropy, Float4 &uDelta, Float4 &vDelta, Float4 &u, Float4 &v, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
void computeLodCube(Pointer<Byte> &texture, Float &lod, Float4 &x, Float4 &y, Float4 &z, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
void computeLod3D(Pointer<Byte> &texture, Float &lod, Float4 &u, Float4 &v, Float4 &w, const Float &lodBias, Vector4f &dsx, Vector4f &dsy, SamplerFunction function);
void cubeFace(Int face[4], Float4 &U, Float4 &V, Float4 &lodX, Float4 &lodY, Float4 &lodZ, Float4 &x, Float4 &y, Float4 &z);
Short4 applyOffset(Short4 &uvw, Float4 &offset, const Int4 &whd, AddressingMode mode);
void computeIndices(UInt index[4], Short4 uuuu, Short4 vvvv, Short4 wwww, Vector4f &offset, const Pointer<Byte> &mipmap, SamplerFunction function);
- void sampleTexel(Vector4s &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
- void sampleTexel(Vector4s &c, UInt index[4], Pointer<Byte> buffer[4]);
- void sampleTexel(Vector4f &c, Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
+ void computeIndices(UInt index[4], Int4& uuuu, Int4& vvvv, Int4& wwww, const Pointer<Byte> &mipmap, SamplerFunction function);
+ Vector4s sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
+ Vector4f sampleTexel(Short4 &u, Short4 &v, Short4 &s, Vector4f &offset, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
+ Vector4s sampleTexel(UInt index[4], Pointer<Byte> buffer[4]);
+ Vector4f sampleTexel(Int4 &u, Int4 &v, Int4 &s, Float4 &z, Pointer<Byte> &mipmap, Pointer<Byte> buffer[4], SamplerFunction function);
void selectMipmap(Pointer<Byte> &texture, Pointer<Byte> buffer[4], Pointer<Byte> &mipmap, Float &lod, Int face[4], bool secondLOD);
Short4 address(Float4 &uw, AddressingMode addressingMode, Pointer<Byte>& mipmap);
+ void address(Float4 &uw, Int4& xyz0, Int4& xyz1, Float4& f, Pointer<Byte>& mipmap, Float4 &texOffset, Int4 &filter, int whd, AddressingMode addressingMode, SamplerFunction function);
+ Int4 computeFilterOffset(Float &lod);
void convertFixed12(Short4 &ci, Float4 &cf);
void convertFixed12(Vector4s &cs, Vector4f &cf);
void sRGBtoLinear16_5_12(Short4 &c);
bool hasFloatTexture() const;
+ bool hasUnnormalizedIntegerTexture() const;
bool hasUnsignedTextureComponent(int component) const;
int textureComponentCount() const;
+ bool hasThirdCoordinate() const;
bool has16bitTextureFormat() const;
bool has8bitTextureComponents() const;
bool has16bitTextureComponents() const;
+ bool has32bitIntegerTextureComponents() const;
bool hasYuvFormat() const;
bool isRGBComponent(int component) const;