Lines Matching refs:create
191 ResultData create(const Functions& gl) in create() function
198 ResultData create<GL_TEXTURE_2D, GL_RGBA8>(const Functions& gl) in create() function
204 ResultData create<GL_TEXTURE_3D, GL_RGBA8>(const Functions& gl) in create() function
210 ResultData create<GL_TEXTURE_CUBE_MAP, GL_RGBA8>(const Functions& gl) in create() function
216 ResultData create<GL_TEXTURE_CUBE_MAP, GL_DEPTH_COMPONENT16>(const Functions& gl) in create() function
222 ResultData create<GL_TEXTURE_2D, GL_DEPTH_COMPONENT16>(const Functions& gl) in create() function
228 ResultData create<GL_TEXTURE_2D_ARRAY, GL_RGBA8>(const Functions& gl) in create() function
234 ResultData create<GL_TEXTURE_2D_ARRAY, GL_DEPTH_COMPONENT16>(const Functions& gl) in create() function
240 ResultData create<GL_TEXTURE_2D, GL_RGBA32I>(const Functions& gl) in create() function
246 ResultData create<GL_TEXTURE_3D, GL_RGBA32I>(const Functions& gl) in create() function
252 ResultData create<GL_TEXTURE_CUBE_MAP, GL_RGBA32I>(const Functions& gl) in create() function
258 ResultData create<GL_TEXTURE_2D_ARRAY, GL_RGBA32I>(const Functions& gl) in create() function
264 ResultData create<GL_TEXTURE_2D, GL_RGBA32UI>(const Functions& gl) in create() function
270 ResultData create<GL_TEXTURE_3D, GL_RGBA32UI>(const Functions& gl) in create() function
276 ResultData create<GL_TEXTURE_CUBE_MAP, GL_RGBA32UI>(const Functions& gl) in create() function
282 ResultData create<GL_TEXTURE_2D_ARRAY, GL_RGBA32UI>(const Functions& gl) in create() function
288 ResultData create<GL_TEXTURE_1D, GL_RGBA8>(const Functions& gl) in create() function
294 ResultData create<GL_TEXTURE_1D, GL_DEPTH_COMPONENT16>(const Functions& gl) in create() function
300 ResultData create<GL_TEXTURE_1D_ARRAY, GL_RGBA8>(const Functions& gl) in create() function
306 ResultData create<GL_TEXTURE_1D_ARRAY, GL_DEPTH_COMPONENT16>(const Functions& gl) in create() function
313 ResultData create<GL_TEXTURE_BUFFER, GL_RGBA32F>(const Functions& gl) in create() function
319 ResultData create<GL_TEXTURE_BUFFER, GL_RGBA32I>(const Functions& gl) in create() function
325 ResultData create<GL_TEXTURE_BUFFER, GL_RGBA32UI>(const Functions& gl) in create() function
335 CreateFnPtr create; // pointer to function that will create texture member
361 : deqp::TestCase(context, data.name, ""), m_createFn(data.create) in SpecifiedLocationCase()
605 …{ &create<GL_TEXTURE_2D, GL_RGBA8>, "sampler_2d", "sampler2D", "texture(sampler, coords)… in init()
606 …{ &create<GL_TEXTURE_3D, GL_RGBA8>, "sampler_3d", "sampler3D", "texture(sampler, vec3(co… in init()
607 …{ &create<GL_TEXTURE_CUBE_MAP, GL_RGBA8>, "sampler_cube", "samplerCube", "texture(sampler,… in init()
608 …{ &create<GL_TEXTURE_CUBE_MAP, GL_DEPTH_COMPONENT16>, "sampler_cube_shadow", "samplerCubeShadow",… in init()
609 …{ &create<GL_TEXTURE_2D, GL_DEPTH_COMPONENT16>, "sampler_2d_shadow", "sampler2DShadow", "vec4(… in init()
610 …{ &create<GL_TEXTURE_2D_ARRAY, GL_RGBA8>, "sampler_2d_array", "sampler2DArray", "texture(sam… in init()
611 …{ &create<GL_TEXTURE_2D_ARRAY, GL_DEPTH_COMPONENT16>, "sampler_2d_array_shadow", "sampler2DArraySh… in init()
612 …{ &create<GL_TEXTURE_2D, GL_RGBA32I>, "isampler_2d", "isampler2D", "vec4(texture(sampler,… in init()
613 …{ &create<GL_TEXTURE_3D, GL_RGBA32I>, "isampler_3d", "isampler3D", "vec4(texture(sampler,… in init()
614 …{ &create<GL_TEXTURE_CUBE_MAP, GL_RGBA32I>, "isampler_cube", "isamplerCube", "vec4(texture(… in init()
615 …{ &create<GL_TEXTURE_2D_ARRAY, GL_RGBA32I>, "isampler_2d_array", "isampler2DArray", "vec4(tex… in init()
616 …{ &create<GL_TEXTURE_2D, GL_RGBA32UI>, "usampler_2d", "usampler2D", "vec4(texture(sampler… in init()
617 …{ &create<GL_TEXTURE_3D, GL_RGBA32UI>, "usampler_3d", "usampler3D", "vec4(texture(sampler… in init()
618 …{ &create<GL_TEXTURE_CUBE_MAP, GL_RGBA32UI>, "usampler_cube", "usamplerCube", "vec4(texture(… in init()
619 …{ &create<GL_TEXTURE_2D_ARRAY, GL_RGBA32UI>, "usampler_2d_array", "usampler2DArray", "vec4(tex… in init()
621 …{ &create<GL_TEXTURE_2D, GL_RGBA8>, "image_2d", "image2D", "imageLoad(image, ivec2(0, … in init()
622 …{ &create<GL_TEXTURE_2D, GL_RGBA32I>, "iimage_2d", "iimage2D", "vec4(imageLoad(image, iv… in init()
623 …{ &create<GL_TEXTURE_2D, GL_RGBA32UI>, "uimage_2d", "uimage2D", "vec4(imageLoad(image, i… in init()
624 …{ &create<GL_TEXTURE_3D, GL_RGBA8>, "image_3d", "image3D", "imageLoad(image, ivec3(0, … in init()
625 …{ &create<GL_TEXTURE_3D, GL_RGBA32I>, "iimage_3d", "iimage3D", "vec4(imageLoad(image, iv… in init()
626 …{ &create<GL_TEXTURE_3D, GL_RGBA32UI>, "uimage_3d", "uimage3D", "vec4(imageLoad(image, i… in init()
627 …{ &create<GL_TEXTURE_CUBE_MAP, GL_RGBA8>, "image_cube", "imageCube", "imageLoad(image, ive… in init()
628 …{ &create<GL_TEXTURE_CUBE_MAP, GL_RGBA32I>, "iimage_cube", "iimageCube", "vec4(imageLoad(i… in init()
629 …{ &create<GL_TEXTURE_CUBE_MAP, GL_RGBA32UI>, "uimage_cube", "uimageCube", "vec4(imageLoad(i… in init()
630 …{ &create<GL_TEXTURE_2D_ARRAY, GL_RGBA8>, "image_2d_array", "image2DArray", "imageLoad(imag… in init()
631 …{ &create<GL_TEXTURE_2D_ARRAY, GL_RGBA32I>, "iimage_2d_array", "iimage2DArray", "vec4(imageL… in init()
632 …{ &create<GL_TEXTURE_2D_ARRAY, GL_RGBA32UI>, "uimage_2d_array", "uimage2DArray", "vec4(imageL… in init()
638 …{ &create<GL_TEXTURE_BUFFER, GL_RGBA32F>, "sampler_buffer", "samplerBuffer", "texelFetch(sam… in init()
639 …{ &create<GL_TEXTURE_BUFFER, GL_RGBA32I>, "isampler_buffer", "isamplerBuffer", "vec4(texelFe… in init()
640 …{ &create<GL_TEXTURE_BUFFER, GL_RGBA32UI>, "usampler_buffer", "usamplerBuffer", "vec4(texelF… in init()
641 …{ &create<GL_TEXTURE_1D, GL_RGBA8>, "sampler_1d", "sampler1D", "texture(sampler, coords.… in init()
642 …{ &create<GL_TEXTURE_1D, GL_DEPTH_COMPONENT16>, "sampler_1d_shadow", "sampler1DShadow", "vec4(… in init()
643 …{ &create<GL_TEXTURE_1D_ARRAY, GL_RGBA8>, "sampler_1d_array", "sampler1DArray", "texture(sam… in init()
644 …{ &create<GL_TEXTURE_1D_ARRAY, GL_DEPTH_COMPONENT16>, "sampler_1d_array_shadow", "sampler1DArraySh… in init()