/external/deqp-deps/glslang/Test/ |
D | spv.textureBuffer.vert | 12 texelFetch(samplerBuffer(tBuf, s), 13); 13 texelFetch(sBuf, 13); 14 texelFetch(tBuf, 13); 15 texelFetch(utBuf, 13); 16 texelFetch(itBuf, 13);
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D | samplerlessTextureFunctions.frag | 9 vec4 tex2DFetch = texelFetch(tex2D, ivec2(0, 0), 0); 10 vec4 texMSFetch = texelFetch(texMS, ivec2(0, 0), 0); 14 vec4 bufFetch = texelFetch(buf, 0); 33 vec4 tex2DFetch = texelFetch(tex2D, ivec2(0, 0), 0); 34 vec4 texMSFetch = texelFetch(texMS, ivec2(0, 0), 0); 35 vec4 bufFetch = texelFetch(buf, 0);
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D | 150.frag | 39 vec4 t31 = texelFetch( sms, p2, samp); 40 ivec4 t32 = texelFetch(isms, p2, samp); 41 uvec4 t33 = texelFetch(usms, p2, 3); 42 vec4 t41 = texelFetch( smsa, p3, samp); 43 ivec4 t42 = texelFetch(ismsa, ivec3(2), samp); 44 uvec4 t43 = texelFetch(usmsa, p3, samp);
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D | newTexture.frag | 42 v += texelFetch(s3D, ic3D, ic1D); 64 iv = texelFetch(is2DArray, ic3D, ic1D); 66 iv += texelFetch(is2Dms, ic2D, ic1D); 68 v += texelFetch(sb, ic1D); 69 v += texelFetch(sr, ic2D);
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D | spv.samplerlessTextureFunctions.frag | 10 vec4 tex2DFetch = texelFetch(tex2D, ivec2(0, 0), 0); 11 vec4 texMSFetch = texelFetch(texMS, ivec2(0, 0), 0); 12 vec4 bufFetch = texelFetch(buf, 0);
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D | 140.vert | 13 id += texelFetch(sbuf, 8).w; 50 vec4 v = texelFetch(s2dr, itloc2); 51 v += texelFetch(s2dr, itloc2, 0.2); // ERROR, no lod
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D | 320.vert | 111 highp vec4 f1 = texelFetch(bufSamp1, s1); 112 highp ivec4 f2 = texelFetch(bufSamp2, s2); 113 highp uvec4 f3 = texelFetch(bufSamp3, s3); 205 vec4 tf = texelFetch(samp2DMSA, ivec3(5), 2); 206 ivec4 tfi = texelFetch(samp2DMSAi, ivec3(5), 2); 207 uvec4 tfu = texelFetch(samp2DMSAu, ivec3(5), 2);
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D | 310.vert | 65 vec4 v4 = texelFetch(s2dms, v2, 2); 66 ivec4 iv4 = texelFetch(is2dms, v2, 2); 230 highp vec4 f1 = texelFetch(bufSamp1, s1); 231 highp ivec4 f2 = texelFetch(bufSamp2, s2); 232 highp uvec4 f3 = texelFetch(bufSamp3, s3); 345 vec4 tf = texelFetch(samp2DMSA, ivec3(5), 2); 346 ivec4 tfi = texelFetch(samp2DMSAi, ivec3(5), 2); 347 uvec4 tfu = texelFetch(samp2DMSAu, ivec3(5), 2);
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D | spv.nonuniform.frag | 36 b += texelFetch(uniformTexelBufferDyn[dyn_i], 1).x; 43 b += texelFetch(uniformTexelBuffer[nu_ii], 1).x;
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D | spv.newTexture.frag | 43 v += texelFetch(s3D, ic3D, ic1D); 65 iv = texelFetch(is2DArray, ic3D, ic1D);
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D | 300.frag | 61 v = texelFetch(s3D, ic3D, ic1D); 78 iv = texelFetch(is2DArray, ic3D, ic1D);
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D | 100samplerExternal.frag | 27 texelFetch(sExt, ivec2(4), lod); // ERROR
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D | 300samplerExternal.frag | 27 texelFetch(sExt, ivec2(4), lod);
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D | 130.vert | 61 id += texelFetch(id, 8);
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D | texture.frag | 60 color += texelFetch(texSampler2D, iCoords2D, iLod);
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D | spv.texture.frag | 60 color += texelFetch(texSampler2D, iCoords2D, iLod);
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D | spv.float16Fetch.frag | 295 texel += texelFetch(s1D, int(c1), int(lod)); 296 texel += texelFetch(s2D, ivec2(c2), int(lod)); 297 texel += texelFetch(s3D, ivec3(c3), int(lod)); 298 texel += texelFetch(s2DRect, ivec2(c2)); 299 texel += texelFetch(s1DArray, ivec2(c2), int(lod)); 300 texel += texelFetch(s2DArray, ivec3(c3), int(lod)); 301 texel += texelFetch(sBuffer, int(c1)); 302 texel += texelFetch(s2DMS, ivec2(c2), 1); 303 texel += texelFetch(s2DMSArray, ivec3(c3), 2);
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/external/deqp-deps/glslang/Test/baseResults/ |
D | samplerlessTextureFunctions.frag.out | 2 ERROR: 0:9: 'texelFetch' : required extension not requested: GL_EXT_samplerless_texture_functions 3 ERROR: 0:10: 'texelFetch' : required extension not requested: GL_EXT_samplerless_texture_functions
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D | 100samplerExternal.frag.out | 9 ERROR: 0:27: 'texelFetch' : no matching overloaded function found
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/external/deqp/data/gles3/shaders/ |
D | invalid_texture_functions.test | 512 ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0))); 531 ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0))); 550 ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0))); 569 ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec2(0), int(0))); 588 ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0))); 607 ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0))); 626 ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0), ivec3(0))); 645 ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec2(0), int(0), ivec2(0))); 664 ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0), ivec3(0))); 683 ${POSITION_FRAG_COLOR} = vec4(texelFetch(s, ivec3(0), int(0), ivec3(0)));
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/external/mesa3d/docs/specs/ |
D | EXT_shader_samples_identical.txt | 59 color = texelFetch(sampler, coordinate, 0); 62 vec4 c = texelFetch(sampler, coordinate, i); 139 texelFetch functions, applications would have difficulty utilizing the
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/external/skqp/src/sksl/ |
D | sksl.inc | 382 float4 texelFetch(samplerBuffer sampler, int P); 383 $gfloat4 texelFetch($gsampler1D sampler, int P, int lod); 384 $gfloat4 texelFetch($gsampler2D sampler, int2 P, int lod); 385 $gfloat4 texelFetch($gsampler2DRect sampler, int2 P); 386 $gfloat4 texelFetch($gsampler3D sampler, int3 P, int lod); 387 $gfloat4 texelFetch($gsampler1DArray sampler, int2 P, int lod); 388 $gfloat4 texelFetch($gsampler2DArray sampler, int3 P, int lod); 389 $gfloat4 texelFetch($gsampler2DMS sampler, int2 P, int sample); 390 $gfloat4 texelFetch($gsampler2DMSArray sampler, int3 P, int sample);
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/external/swiftshader/src/Pipeline/ |
D | SamplerCore.cpp | 660 bool texelFetch = (function == Fetch); in sampleQuad2D() local 662 Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap); in sampleQuad2D() 663 Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap); in sampleQuad2D() 664 Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap); in sampleQuad2D() 666 if(state.textureFilter == FILTER_POINT || texelFetch) in sampleQuad2D() 855 bool texelFetch = (function == Fetch); in sample3D() local 857 Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap); in sample3D() 858 Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap); in sample3D() 859 Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap); in sample3D() 861 if(state.textureFilter == FILTER_POINT || texelFetch) in sample3D() [all …]
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/external/skia/src/sksl/ |
D | sksl.inc | 450 float4 texelFetch(samplerBuffer sampler, int P); 451 $gfloat4 texelFetch($gsampler1D sampler, int P, int lod); 452 $gfloat4 texelFetch($gsampler2D sampler, int2 P, int lod); 453 $gfloat4 texelFetch($gsampler2DRect sampler, int2 P); 454 $gfloat4 texelFetch($gsampler3D sampler, int3 P, int lod); 455 $gfloat4 texelFetch($gsampler1DArray sampler, int2 P, int lod); 456 $gfloat4 texelFetch($gsampler2DArray sampler, int3 P, int lod); 457 $gfloat4 texelFetch($gsampler2DMS sampler, int2 P, int sample); 458 $gfloat4 texelFetch($gsampler2DMSArray sampler, int3 P, int sample);
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/external/swiftshader/src/Shader/ |
D | SamplerCore.cpp | 751 bool texelFetch = (function == Fetch); in sampleQuad2D() local 753 Short4 uuuu = texelFetch ? Short4(As<Int4>(u)) : address(u, state.addressingModeU, mipmap); in sampleQuad2D() 754 Short4 vvvv = texelFetch ? Short4(As<Int4>(v)) : address(v, state.addressingModeV, mipmap); in sampleQuad2D() 755 Short4 wwww = texelFetch ? Short4(As<Int4>(w)) : address(w, state.addressingModeW, mipmap); in sampleQuad2D() 757 if(state.textureFilter == FILTER_POINT || texelFetch) in sampleQuad2D() 946 bool texelFetch = (function == Fetch); in sample3D() local 948 Short4 uuuu = texelFetch ? Short4(As<Int4>(u_)) : address(u_, state.addressingModeU, mipmap); in sample3D() 949 Short4 vvvv = texelFetch ? Short4(As<Int4>(v_)) : address(v_, state.addressingModeV, mipmap); in sample3D() 950 Short4 wwww = texelFetch ? Short4(As<Int4>(w_)) : address(w_, state.addressingModeW, mipmap); in sample3D() 952 if(state.textureFilter == FILTER_POINT || texelFetch) in sample3D() [all …]
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