Searched refs:texLocation (Results 1 – 5 of 5) sorted by relevance
/external/angle/src/tests/gl_tests/ |
D | BindUniformLocationTest.cpp | 402 const GLuint texLocation = 54; in TEST_P() local 405 glBindUniformLocationCHROMIUM(program, texLocation, "tex"); in TEST_P() 410 glUniform1i(texLocation, 0); in TEST_P() 473 const GLuint texLocation = 2; in TEST_P() local 475 linkProgramWithUniformLocation(essl31_shaders::vs::Zero(), kFS, "tex", texLocation); in TEST_P() 481 EXPECT_EQ(static_cast<GLint>(texLocation), glGetUniformLocation(mProgram, "tex")); in TEST_P() 483 glUniform1i(texLocation, 0); in TEST_P() 504 const GLuint texLocation = 3; in TEST_P() local 506 linkProgramWithUniformLocation(essl31_shaders::vs::Zero(), kFS, "tex", texLocation); in TEST_P() 516 glUniform1i(texLocation, 2); in TEST_P()
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D | TextureMultisampleTest.cpp | 495 GLint texLocation = glGetUniformLocation(texelFetchProgram, "tex"); in TEST_P() local 496 ASSERT_GE(texLocation, 0); in TEST_P() 972 GLint texLocation = glGetUniformLocation(texSizeProgram, "tex"); in TEST_P() local 973 ASSERT_GE(texLocation, 0); in TEST_P() 1001 GLint texLocation = glGetUniformLocation(texelFetchProgram, "tex"); in TEST_P() local 1002 ASSERT_GE(texLocation, 0); in TEST_P() 1060 GLint texLocation = glGetUniformLocation(texelFetchProgram, "tex"); in TEST_P() local 1061 ASSERT_GE(texLocation, 0); in TEST_P()
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D | UniformTest.cpp | 1449 GLint texLocation = glGetUniformLocation(mProgram, "tex[0]"); in TEST_P() local 1450 ASSERT_NE(-1, texLocation); in TEST_P() 1452 glUniform1i(texLocation, 0); in TEST_P()
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D | TextureTest.cpp | 1948 GLint texLocation = glGetUniformLocation(program, "tex"); in TestSampleWithDepthStencilMode() local 1949 ASSERT_NE(-1, texLocation); in TestSampleWithDepthStencilMode() 1953 glUniform1i(texLocation, 0); in TestSampleWithDepthStencilMode()
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/external/deqp/external/openglcts/modules/common/ |
D | glcTextureFilterAnisotropicTests.cpp | 692 GLuint texLocation = gl.getUniformLocation(program.getProgram(), "tex"); in drawTexture() local 700 gl.uniform1i(texLocation, 0); in drawTexture()
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