Home
last modified time | relevance | path

Searched refs:textureLoc (Results 1 – 6 of 6) sorted by relevance

/external/angle/src/tests/gl_tests/
DCopyCompressedTextureTest.cpp138 GLint textureLoc = glGetUniformLocation(mProgram, "u_texture"); in TEST_P() local
140 glUniform1i(textureLoc, 0); in TEST_P()
DCopyTextureTest.cpp1258 GLint textureLoc = glGetUniformLocation(program, essl1_shaders::Texture2DUniform()); in TEST_P() local
1259 ASSERT_NE(-1, textureLoc); in TEST_P()
1260 glUniform1i(textureLoc, 0); in TEST_P()
2261 GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform()); in TEST_P() local
2263 ASSERT_NE(-1, textureLoc); in TEST_P()
2265 glUniform1i(textureLoc, 0); in TEST_P()
DFramebufferTest.cpp2524 GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform()); in TEST_P() local
2526 ASSERT_NE(-1, textureLoc); in TEST_P()
2528 glUniform1i(textureLoc, 0); // texture unit 0 in TEST_P()
2591 GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform()); in TEST_P() local
2593 ASSERT_NE(-1, textureLoc); in TEST_P()
2595 glUniform1i(textureLoc, 0); // texture unit 0 in TEST_P()
DMipmapTest.cpp445 const GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform()); in verifyAllMips() local
447 ASSERT_NE(-1, textureLoc); in verifyAllMips()
449 glUniform1i(textureLoc, 0); in verifyAllMips()
DVulkanPerformanceCounterTest.cpp234 GLint textureLoc = glGetUniformLocation(program, essl1_shaders::Texture2DUniform()); in TEST_P() local
235 ASSERT_NE(-1, textureLoc); in TEST_P()
257 glUniform1i(textureLoc, 0); in TEST_P()
262 glUniform1i(textureLoc, 1); in TEST_P()
DTextureTest.cpp8726 GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform()); in TEST_P() local
8728 ASSERT_NE(-1, textureLoc); in TEST_P()
8730 glUniform1i(textureLoc, 0); in TEST_P()
8765 GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform()); in TEST_P() local
8767 ASSERT_NE(-1, textureLoc); in TEST_P()
8769 glUniform1i(textureLoc, 0); in TEST_P()
8817 GLint textureLoc = glGetUniformLocation(program, essl3_shaders::Texture2DUniform()); in TEST_P() local
8819 ASSERT_NE(-1, textureLoc); in TEST_P()
8821 glUniform1i(textureLoc, 0); in TEST_P()