/external/deqp/modules/gles2/functional/ |
D | es2fTextureUnitTests.cpp | 303 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in MultiTexShader() local 305 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in MultiTexShader() 368 DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP); in MultiTexShader() 426 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in makeSafeLods() local 434 …const float lodMax = calculateLodMax(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDer… in makeSafeLods() 435 …const float lodMin = calculateLodMin(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDer… in makeSafeLods() 444 m_transformations[unitNdx] = shrinkScaleMat * m_transformations[unitNdx]; in makeSafeLods() 445 m_lodDerivateParts[unitNdx] = calculateLodDerivateParts(m_transformations[unitNdx]); in makeSafeLods() 476 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in shadeFragments() local 489 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in shadeFragments() [all …]
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D | es2fFboRenderTest.cpp | 140 void setUnit (sglr::Context& gl, deUint32 program, int unitNdx) in setUnit() argument 143 gl.uniform1i(gl.getUniformLocation(program, "u_sampler0"), unitNdx); in setUnit()
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/external/deqp/modules/gles3/functional/ |
D | es3fTextureUnitTests.cpp | 411 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in MultiTexShader() local 413 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in MultiTexShader() 471 else if (m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP) in MultiTexShader() 499 DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_3D || m_unitTypes[unitNdx] == GL_TEXTURE_2D_ARRAY); in MultiTexShader() 511 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D_ARRAY) in MultiTexShader() 582 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in makeSafeLods() local 590 …const float lodMax = calculateLodMax(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDer… in makeSafeLods() 591 …const float lodMin = calculateLodMin(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDer… in makeSafeLods() 600 …m_transformations[unitNdx] = (m_unitTypes[unitNdx] == GL_TEXTURE_3D ? shrinkScaleMat3d : shrinkSca… in makeSafeLods() 601 m_lodDerivateParts[unitNdx] = calculateLodDerivateParts(m_transformations[unitNdx]); in makeSafeLods() [all …]
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D | es3fFboTestUtil.hpp | 91 void setUnit (int samplerNdx, int unitNdx); 103 int unitNdx; member
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D | es3fFboTestUtil.cpp | 318 m_inputs[ndx].unitNdx = ndx; in Texture2DShader() 324 void Texture2DShader::setUnit (int inputNdx, int unitNdx) in setUnit() argument 326 m_inputs[inputNdx].unitNdx = unitNdx; in setUnit() 351 gl.uniform1i(gl.getUniformLocation(program, samplerName.c_str()), m_inputs[texNdx].unitNdx); in setUniforms()
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/external/deqp/framework/opengl/ |
D | gluStrUtil.cpp | 73 int unitNdx = unitStr.texUnit - GL_TEXTURE0; in operator <<() local 74 if (unitNdx >= 0) in operator <<() 75 return str << "GL_TEXTURE" << unitNdx; in operator <<()
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/external/deqp/modules/glshared/ |
D | glsRandomShaderCase.cpp | 229 int unitNdx = uniformIter->getValue().asInt(0); in init() local 232 m_texManager.bindTexture(unitNdx, getTex2D()); in init() 234 m_texManager.bindTexture(unitNdx, getTexCube()); in init() 522 int unitNdx = i->first; in iterate() local 525 glActiveTexture(GL_TEXTURE0 + unitNdx); in iterate() 528 …executor.setTexture(unitNdx, &texture->getRefTexture(), glu::mapGLSampler(TEXTURE_WRAP_S, TEXTURE_… in iterate() 534 int unitNdx = i->first; in iterate() local 537 glActiveTexture(GL_TEXTURE0 + unitNdx); in iterate() 540 …executor.setTexture(unitNdx, &texture->getRefTexture(), glu::mapGLSampler(TEXTURE_WRAP_S, TEXTURE_… in iterate()
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D | glsShaderRenderCase.cpp | 314 tcu::Vec4 ShaderEvalContext::texture2D (int unitNdx, const tcu::Vec2& texCoords) in texture2D() argument 316 if (textures[unitNdx].tex2D) in texture2D() 317 …return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.… in texture2D()
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D | glsShaderRenderCase.hpp | 167 tcu::Vec4 texture2D (int unitNdx, const tcu::Vec2& coords);
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/external/deqp/framework/opengl/simplereference/ |
D | sglrReferenceContext.cpp | 456 for (int unitNdx = 0; unitNdx < m_limits.maxTextureImageUnits; unitNdx++) in ReferenceContext() local 457 …m_textureUnits[unitNdx].defaultCubeTex.getSampler().seamlessCubeMap = !isES2Context(limits.context… in ReferenceContext() 519 void ReferenceContext::setTex1DBinding (int unitNdx, Texture1D* texture) in setTex1DBinding() argument 521 if (m_textureUnits[unitNdx].tex1DBinding) in setTex1DBinding() 523 m_textures.releaseReference(m_textureUnits[unitNdx].tex1DBinding); in setTex1DBinding() 524 m_textureUnits[unitNdx].tex1DBinding = DE_NULL; in setTex1DBinding() 530 m_textureUnits[unitNdx].tex1DBinding = texture; in setTex1DBinding() 534 void ReferenceContext::setTex2DBinding (int unitNdx, Texture2D* texture) in setTex2DBinding() argument 536 if (m_textureUnits[unitNdx].tex2DBinding) in setTex2DBinding() 538 m_textures.releaseReference(m_textureUnits[unitNdx].tex2DBinding); in setTex2DBinding() [all …]
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D | sglrReferenceContext.hpp | 797 const rc::Texture2D& getTexture2D (int unitNdx) const; 798 const rc::TextureCube& getTextureCube (int unitNdx) const;
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/external/deqp/modules/gles31/functional/ |
D | es31fFboTestUtil.hpp | 61 void setUnit (int samplerNdx, int unitNdx); 73 int unitNdx; member
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D | es31fFboTestUtil.cpp | 161 m_inputs[ndx].unitNdx = ndx; in Texture2DShader() 167 void Texture2DShader::setUnit (int inputNdx, int unitNdx) in setUnit() argument 169 m_inputs[inputNdx].unitNdx = unitNdx; in setUnit() 194 gl.uniform1i(gl.getUniformLocation(program, samplerName.c_str()), m_inputs[texNdx].unitNdx); in setUniforms()
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/external/deqp/external/openglcts/modules/common/ |
D | glcShaderRenderCase.cpp | 380 tcu::Vec4 ShaderEvalContext::texture2D(int unitNdx, const tcu::Vec2& texCoords) in texture2D() argument 382 if (textures[unitNdx].tex2D) in texture2D() 383 …return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.… in texture2D()
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D | glcShaderRenderCase.hpp | 215 tcu::Vec4 texture2D(int unitNdx, const tcu::Vec2& coords);
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
D | vktShaderRender.cpp | 451 tcu::Vec4 ShaderEvalContext::texture2D (int unitNdx, const tcu::Vec2& texCoords) in texture2D() argument 453 if (textures[unitNdx].tex2D) in texture2D() 454 …return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.… in texture2D()
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D | vktShaderRender.hpp | 231 tcu::Vec4 texture2D (int unitNdx, const tcu::Vec2& coords);
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