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/third_party/skia/third_party/externals/swiftshader/tests/regres/testlists/vk-default/
Dtexture.txt1 dEQP-VK.texture.filtering.2d.formats.r16g16b16a16_sfloat.nearest
2 dEQP-VK.texture.filtering.2d.formats.r16g16b16a16_sfloat.linear
3 dEQP-VK.texture.filtering.2d.formats.r16g16b16a16_sfloat.cubic
4 dEQP-VK.texture.filtering.2d.formats.r16g16b16a16_sfloat.nearest_mipmap_nearest
5 dEQP-VK.texture.filtering.2d.formats.r16g16b16a16_sfloat.linear_mipmap_nearest
6 dEQP-VK.texture.filtering.2d.formats.r16g16b16a16_sfloat.nearest_mipmap_linear
7 dEQP-VK.texture.filtering.2d.formats.r16g16b16a16_sfloat.linear_mipmap_linear
8 dEQP-VK.texture.filtering.2d.formats.r16g16b16a16_sfloat.cubic_mipmap_nearest
9 dEQP-VK.texture.filtering.2d.formats.r16g16b16a16_sfloat.cubic_mipmap_linear
10 dEQP-VK.texture.filtering.2d.formats.b10g11r11_ufloat.nearest
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/third_party/skia/third_party/externals/swiftshader/tests/regres/testlists/
Dgles3-master-NOT_SUPPORTED.txt146 dEQP-GLES3.functional.texture.compressed.astc.block_size_remainder.10x10
147 dEQP-GLES3.functional.texture.compressed.astc.block_size_remainder.10x10_srgb
148 dEQP-GLES3.functional.texture.compressed.astc.block_size_remainder.10x5
149 dEQP-GLES3.functional.texture.compressed.astc.block_size_remainder.10x5_srgb
150 dEQP-GLES3.functional.texture.compressed.astc.block_size_remainder.10x6
151 dEQP-GLES3.functional.texture.compressed.astc.block_size_remainder.10x6_srgb
152 dEQP-GLES3.functional.texture.compressed.astc.block_size_remainder.10x8
153 dEQP-GLES3.functional.texture.compressed.astc.block_size_remainder.10x8_srgb
154 dEQP-GLES3.functional.texture.compressed.astc.block_size_remainder.12x10
155 dEQP-GLES3.functional.texture.compressed.astc.block_size_remainder.12x10_srgb
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/third_party/skia/third_party/externals/swiftshader/src/Renderer/
DSampler.cpp42 Mipmap &mipmap = texture.mipmap[level]; in Sampler()
73 texture.LOD = 0.0f; in Sampler()
76 texture.baseLevel = 0; in Sampler()
77 texture.maxLevel = 1000; in Sampler()
78 texture.maxLod = MAX_TEXTURE_LOD; in Sampler()
79 texture.minLod = 0; in Sampler()
119 Mipmap &mipmap = texture.mipmap[level]; in setTextureLevel()
137 texture.widthHeightLOD[0] = width * exp2LOD; in setTextureLevel()
138 texture.widthHeightLOD[1] = width * exp2LOD; in setTextureLevel()
139 texture.widthHeightLOD[2] = height * exp2LOD; in setTextureLevel()
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/third_party/skia/third_party/externals/dawn/src/tests/unittests/validation/
DTextureViewValidationTests.cpp80 wgpu::Texture texture = Create2DArrayTexture(device, 1); in TEST_F() local
89 ASSERT_DEVICE_ERROR(texture.CreateView(&descriptor)); in TEST_F()
96 ASSERT_DEVICE_ERROR(texture.CreateView(&descriptor)); in TEST_F()
103 texture.CreateView(&descriptor); in TEST_F()
110 ASSERT_DEVICE_ERROR(texture.CreateView(&descriptor)); in TEST_F()
118 texture.CreateView(&descriptor); in TEST_F()
126 ASSERT_DEVICE_ERROR(texture.CreateView(&descriptor)); in TEST_F()
136 texture.CreateView(&descriptor); in TEST_F()
138 texture.CreateView(&descriptor); in TEST_F()
140 texture.CreateView(&descriptor); in TEST_F()
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/third_party/flutter/skia/third_party/externals/sdl/src/render/
DSDL_render.c41 #define CHECK_TEXTURE_MAGIC(texture, retval) \ argument
42 if (!texture || texture->magic != &texture_magic) { \
412 SDL_Texture *texture; in SDL_CreateTexture() local
436 texture = (SDL_Texture *) SDL_calloc(1, sizeof(*texture)); in SDL_CreateTexture()
437 if (!texture) { in SDL_CreateTexture()
441 texture->magic = &texture_magic; in SDL_CreateTexture()
442 texture->format = format; in SDL_CreateTexture()
443 texture->access = access; in SDL_CreateTexture()
444 texture->w = w; in SDL_CreateTexture()
445 texture->h = h; in SDL_CreateTexture()
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/third_party/openGLES/extensions/NV/
DNV_texture_shader3.txt43 adding several new texture shader operations, extending several
44 existing texture shader operations, adding a new HILO8 internal
46 product and dependent texture shader operations.
49 texture shader operational model.
51 The fourteen new texture shader operations are:
56 components of a previous texture unit by a 2x2 floating-point
57 matrix and then uses the result to offset the stage's texture
58 coordinates for a 2D non-projective texture.
61 the magnitude component of the previous texture unit result
63 texture 2D access.
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DNV_texture_shader.txt64 straightforward direct mechanism for mapping sets of texture
68 OpenGL's standard texturing mechanism defines a set of texture
69 targets. Each texture target defines how the texture image
70 is specified and accessed via a set of texture coordinates.
71 OpenGL 1.0 defines the 1D and 2D texture targets. OpenGL 1.2
72 (and/or the EXT_texture3D extension) defines the 3D texture target.
73 The ARB_texture_cube_map extension defines the cube map texture
74 target. Each texture unit's texture coordinate set is mapped to a
75 color using the unit's highest priority enabled texture target.
77 This extension introduces texture shader stages. A sequence of
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DNV_texture_shader2.txt40 support texture shader operations for 3D textures.
43 texture shader operational model.
45 The two new texture shader operations are:
49 22. TEXTURE_3D - Accesses a 3D texture via (s/q,t/q,r/q).
54 programs in the previous two texture shader stages, computes a
56 into (s,t,r) texture coordinate set to access a 3D non-projective
57 texture.
74 Implementations should be free to implement the 3D texture texture
78 texture shader operations without an error. Likewise, the
79 glTexImage3D command should accept the new internal texture formats,
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DNV_texgen_emboss.txt48 This extension provides a new texture coordinate generation mode
51 Given two texture units, this extension generates the texture
52 coordinates of a second texture unit (an odd-numbered texture unit)
53 as a perturbation of a first texture unit (an even-numbered texture
54 unit one less than the second texture unit). The perturbation is
58 vector is supplied by the second texture unit's current texture
62 If both texture units are bound to the same texture representing a
68 Can you do embossing on any texture unit?
72 texture units anyway, it shouldn't be a real limitation.
74 Can you just enable one coordinate of a texture unit for embossing?
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/third_party/skia/third_party/externals/opengl-registry/extensions/NV/
DNV_texture_shader3.txt43 adding several new texture shader operations, extending several
44 existing texture shader operations, adding a new HILO8 internal
46 product and dependent texture shader operations.
49 texture shader operational model.
51 The fourteen new texture shader operations are:
56 components of a previous texture unit by a 2x2 floating-point
57 matrix and then uses the result to offset the stage's texture
58 coordinates for a 2D non-projective texture.
61 the magnitude component of the previous texture unit result
63 texture 2D access.
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DNV_texture_shader.txt64 straightforward direct mechanism for mapping sets of texture
68 OpenGL's standard texturing mechanism defines a set of texture
69 targets. Each texture target defines how the texture image
70 is specified and accessed via a set of texture coordinates.
71 OpenGL 1.0 defines the 1D and 2D texture targets. OpenGL 1.2
72 (and/or the EXT_texture3D extension) defines the 3D texture target.
73 The ARB_texture_cube_map extension defines the cube map texture
74 target. Each texture unit's texture coordinate set is mapped to a
75 color using the unit's highest priority enabled texture target.
77 This extension introduces texture shader stages. A sequence of
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DNV_texture_shader2.txt40 support texture shader operations for 3D textures.
43 texture shader operational model.
45 The two new texture shader operations are:
49 22. TEXTURE_3D - Accesses a 3D texture via (s/q,t/q,r/q).
54 programs in the previous two texture shader stages, computes a
56 into (s,t,r) texture coordinate set to access a 3D non-projective
57 texture.
74 Implementations should be free to implement the 3D texture texture
78 texture shader operations without an error. Likewise, the
79 glTexImage3D command should accept the new internal texture formats,
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DNV_texgen_emboss.txt48 This extension provides a new texture coordinate generation mode
51 Given two texture units, this extension generates the texture
52 coordinates of a second texture unit (an odd-numbered texture unit)
53 as a perturbation of a first texture unit (an even-numbered texture
54 unit one less than the second texture unit). The perturbation is
58 vector is supplied by the second texture unit's current texture
62 If both texture units are bound to the same texture representing a
68 Can you do embossing on any texture unit?
72 texture units anyway, it shouldn't be a real limitation.
74 Can you just enable one coordinate of a texture unit for embossing?
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/third_party/skia/third_party/externals/angle2/src/tests/deqp_support/
Ddeqp_gles3_test_expectations.txt15 // We can't support distinct texture sizes in D3D11.
78 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.2d.min_lod.linear_nearest = FAIL
79 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.2d.min_lod.nearest_nearest = FAIL
80 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.3d.min_lod.linear_nearest = FAIL
81 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.3d.min_lod.nearest_nearest = FAIL
82 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.cube.min_lod.linear_nearest = FAIL
83 2222 D3D11 NVIDIA : dEQP-GLES3.functional.texture.mipmap.cube.min_lod.nearest_nearest = FAIL
87 5976 WIN D3D11 NVIDIA : dEQP-GLES3.functional.texture.specification.texsubimage2d_pbo.pbo_bounds_2d…
99 1095 LINUX : dEQP-GLES3.functional.texture.mipmap.2d.projected.* = FAIL
168 2323 WIN D3D11 : dEQP-GLES3.functional.texture.units.2_units.only_cube.7 = FAIL
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/third_party/flutter/skia/third_party/externals/sdl/src/render/direct3d/
DSDL_render_d3d.c128 static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
129 static int D3D_RecreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
130 static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
133 static int D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
138 static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
140 static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
141 static int D3D_SetRenderTargetInternal(SDL_Renderer * renderer, SDL_Texture * texture);
142 static int D3D_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture);
152 static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
154 static int D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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/third_party/boost/libs/flyweight/test/
Dheavy_objects.hpp23 struct texture struct
25 texture(const std::string& str_=""):str(str_){} in texture() argument
28 const texture& x,const texture& y){return x.str==y.str;} in operator ==()
30 const texture& x,const texture& y){return x.str< y.str;} in operator <()
32 const texture& x,const texture& y){return x.str!=y.str;} in operator !=()
34 const texture& x,const texture& y){return x.str> y.str;} in operator >()
36 const texture& x,const texture& y){return x.str>=y.str;} in operator >=()
38 const texture& x,const texture& y){return x.str<=y.str;} in operator <=()
40 friend std::ostream& operator<<(std::ostream& os,const texture& x) in operator <<()
45 friend std::istream& operator>>(std::istream& is,texture& x) in operator >>()
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/third_party/openGLES/extensions/SGI/
DSGI_texture_color_table.txt36 This extension adds a color lookup table to the texture mechanism.
37 The table is applied to the filtered result of a texture lookup,
38 before that result is used in the texture environment equations.
40 The definition and application of the texture color table are
46 space conversions implemented by multidimensional texture table
60 EXT_texture_object. The color table state is per texture unit.
62 3. Can the texture format change while passing thru the texture
67 texture. This expands LUMINANCE to full RGBA. The table
70 The specification has been changed to map all texture components
79 5. Is one texture color table shared by all texture units or is
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/third_party/skia/third_party/externals/opengl-registry/extensions/SGI/
DSGI_texture_color_table.txt36 This extension adds a color lookup table to the texture mechanism.
37 The table is applied to the filtered result of a texture lookup,
38 before that result is used in the texture environment equations.
40 The definition and application of the texture color table are
46 space conversions implemented by multidimensional texture table
60 EXT_texture_object. The color table state is per texture unit.
62 3. Can the texture format change while passing thru the texture
67 texture. This expands LUMINANCE to full RGBA. The table
70 The specification has been changed to map all texture components
79 5. Is one texture color table shared by all texture units or is
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/third_party/skia/third_party/externals/dawn/src/dawn_native/
DCommandValidation.cpp268 const TextureBase* texture = textureCopy.texture; in ValidateImageCopyTexture() local
269 DAWN_TRY(device->ValidateObject(texture)); in ValidateImageCopyTexture()
270 DAWN_INVALID_IF(textureCopy.mipLevel >= texture->GetNumMipLevels(), in ValidateImageCopyTexture()
272 textureCopy.mipLevel, texture->GetNumMipLevels(), texture); in ValidateImageCopyTexture()
276 SelectFormatAspects(texture->GetFormat(), textureCopy.aspect) == Aspect::None, in ValidateImageCopyTexture()
277 "%s format (%s) does not have the selected aspect (%s).", texture, in ValidateImageCopyTexture()
278 texture->GetFormat().format, textureCopy.aspect); in ValidateImageCopyTexture()
280 if (texture->GetSampleCount() > 1 || texture->GetFormat().HasDepthOrStencil()) { in ValidateImageCopyTexture()
281 Extent3D subresourceSize = texture->GetMipLevelPhysicalSize(textureCopy.mipLevel); in ValidateImageCopyTexture()
282 ASSERT(texture->GetDimension() == wgpu::TextureDimension::e2D); in ValidateImageCopyTexture()
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/third_party/openGLES/extensions/INTEL/
DINTEL_map_texture.txt37 uploading/accessing texture contents. This extension enables CPU direct
40 The problem with texture memory directly exposed to clients is that
47 performance during texture sampling).
51 void* MapTexture2DINTEL(uint texture, int level, bitfield access,
54 void UnmapTexture2DINTEL(uint texture, int level);
56 void SyncTextureINTEL(uint texture);
91 LAYOUT_LINEAR_INTEL the texture is forced to be allocated as linear and can
97 <params> set to LAYOUT_LINEAR_INTEL with an exception that texture is
99 texture on CPU but might negatively impact the GPU side access to the
100 texture. Thus the option is intended only for cases when volume of the read
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/third_party/skia/third_party/externals/opengl-registry/extensions/INTEL/
DINTEL_map_texture.txt37 uploading/accessing texture contents. This extension enables CPU direct
40 The problem with texture memory directly exposed to clients is that
47 performance during texture sampling).
51 void* MapTexture2DINTEL(uint texture, int level, bitfield access,
54 void UnmapTexture2DINTEL(uint texture, int level);
56 void SyncTextureINTEL(uint texture);
91 LAYOUT_LINEAR_INTEL the texture is forced to be allocated as linear and can
97 <params> set to LAYOUT_LINEAR_INTEL with an exception that texture is
99 texture on CPU but might negatively impact the GPU side access to the
100 texture. Thus the option is intended only for cases when volume of the read
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/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/
DARB_fragment_program_shadow.txt69 are added as texture targets. When shadow map comparisons are
70 desired, specify the SHADOW1D, SHADOW2D, or SHADOWRECT texture
71 targets in texture instructions.
74 texture (TEXTURE_COMPARE_MODE) and/or the internal texture
75 format (DEPTH_COMPONENT) and the targets of the texture lookup
77 and/or the internal texture format are inconsistent with the
78 texture target, the results of the texture lookup are undefined.
98 SHX result.color.a, fragment.texcoord[1], texture[0], 2D;
100 b. New texture modifiers.
101 TEX result.color.a, fragment.texcoord[1], texture[0], 2D,SHADOW;
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/third_party/skia/third_party/externals/opengl-registry/extensions/EXT/
DEXT_texture_object.txt23 This extension introduces named texture objects. The only way to name
24 a texture in GL 1.0 is by defining it as a single display list. Because
26 important to be able to change the images and parameters of a texture.
30 * Should the dimensions of a texture object be static once they are
31 changed from zero? This might simplify the management of texture
32 memory. What about other properties of a texture object?
39 commands with texture object names, as well as the original
41 choosing instead to require an application to bind a texture object,
48 * Commands to directly set the priority of a texture object and to
49 query the resident status of a texture object are included. I feel
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/third_party/openGLES/extensions/EXT/
DEXT_texture_object.txt23 This extension introduces named texture objects. The only way to name
24 a texture in GL 1.0 is by defining it as a single display list. Because
26 important to be able to change the images and parameters of a texture.
30 * Should the dimensions of a texture object be static once they are
31 changed from zero? This might simplify the management of texture
32 memory. What about other properties of a texture object?
39 commands with texture object names, as well as the original
41 choosing instead to require an application to bind a texture object,
48 * Commands to directly set the priority of a texture object and to
49 query the resident status of a texture object are included. I feel
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/metal/doc/
DTextureDataCompleteness.md3 The OpenGL spec allows a texture's images to be defined without consistent size and format through
4 glTexImage*, glCopyImage* calls. The texture doesn't need to be complete when created.
6 The OpenGL context checks the texture's images during draw calls. It considers the texture complete
7 if the images are consistent in size and format. Then it uses the texture for rendering.
12 This is an overview of how the Metal back-end implements images' management for a texture to make
18 created to store data for the texture at this level/slice.
21 2. If the texture is complete at Draw/generateMip/FBO attachment call:
22 * an actual MTLTexture object is created. We can call it "native" texture, i.e. the real texture
24 - `images[0][0]` --> copy to actual texture's slice 0, level 0.
25 - `images[0][1]` --> copy to actual texture's slice 0, level 1.
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