// Sampling
Vec4 sample (const Sampler& sampler, float s, float lod) const;
Vec4 sampleOffset (const Sampler& sampler, float s, float lod, deInt32 offset) const;
+ float sampleCompare (const Sampler& sampler, float ref, float s, float lod) const;
+ float sampleCompareOffset (const Sampler& sampler, float ref, float s, float lod, deInt32 offset) const;
using TextureLevelPyramid::getFormat;
using TextureLevelPyramid::getNumLevels;
return m_view.sampleOffset(sampler, s, lod, offset);
}
+inline float Texture1D::sampleCompare (const Sampler& sampler, float ref, float s, float lod) const
+{
+ return m_view.sampleCompare(sampler, ref, s, lod);
+}
+
+inline float Texture1D::sampleCompareOffset (const Sampler& sampler, float ref, float s, float lod, deInt32 offset) const
+{
+ return m_view.sampleCompareOffset(sampler, ref, s, lod, offset);
+}
+
/*--------------------------------------------------------------------*//*!
* \brief 2D Texture reference implementation
*//*--------------------------------------------------------------------*/