/external/deqp/framework/opengl/ |
D | gluTexture.hpp | 52 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::Texture1D 81 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::Texture2D 121 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::TextureCube 157 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::Texture2DArray 190 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::Texture1DArray 220 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::Texture3D 253 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::TextureCubeArray 289 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::TextureBuffer
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/external/deqp/modules/glshared/ |
D | glsRandomShaderCase.cpp | 305 glBindTexture(GL_TEXTURE_2D, m_tex2D->getGLTexture()); in getTex2D() 343 glBindTexture(GL_TEXTURE_CUBE_MAP, m_texCube->getGLTexture()); in getTexCube() 526 glBindTexture(GL_TEXTURE_2D, texture->getGLTexture()); in iterate() 538 glBindTexture(GL_TEXTURE_CUBE_MAP, texture->getGLTexture()); in iterate()
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D | glsShaderRenderCase.cpp | 528 …case TextureBinding::TYPE_2D: texTarget = GL_TEXTURE_2D; texObj = tex.get2D()->getGLTexture(); … in setupDefaultInputs() 529 …ng::TYPE_CUBE_MAP: texTarget = GL_TEXTURE_CUBE_MAP; texObj = tex.getCube()->getGLTexture(); break; in setupDefaultInputs() 530 …::TYPE_2D_ARRAY: texTarget = GL_TEXTURE_2D_ARRAY; texObj = tex.get2DArray()->getGLTexture(); break; in setupDefaultInputs() 531 …case TextureBinding::TYPE_3D: texTarget = GL_TEXTURE_3D; texObj = tex.get3D()->getGLTexture(); … in setupDefaultInputs()
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D | glsTextureBufferCase.cpp | 613 gl.bindTexture(GL_TEXTURE_BUFFER, texture.getGLTexture()); in renderGL() 622 gl.bindTexture(GL_TEXTURE_BUFFER, texture.getGLTexture()); in renderGL()
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/external/deqp/modules/gles2/functional/ |
D | es2fTextureFormatTests.cpp | 175 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 344 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace() 463 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 578 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace()
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D | es2fTextureSizeTests.cpp | 141 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 284 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace()
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D | es2fTextureMipmapTests.cpp | 289 gl.bindTexture (GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 606 gl.bindTexture (GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate() 831 gl.bindTexture (GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 981 gl.bindTexture (GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate()
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D | es2fTextureWrapTests.cpp | 176 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate()
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D | es2fTextureFilteringTests.cpp | 287 gl.bindTexture (GL_TEXTURE_2D, curCase.texture->getGLTexture()); in iterate() 546 gl.bindTexture (GL_TEXTURE_CUBE_MAP, curCase.texture->getGLTexture()); in iterate()
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D | es2fVertexTextureTests.cpp | 663 glBindTexture(GL_TEXTURE_2D, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs() 995 glBindTexture(GL_TEXTURE_CUBE_MAP, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs()
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/external/deqp/modules/gles3/functional/ |
D | es3fTextureFormatTests.cpp | 192 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 375 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace() 532 gl.bindTexture(GL_TEXTURE_2D_ARRAY, m_texture->getGLTexture()); in testLayer() 685 gl.bindTexture(GL_TEXTURE_3D, m_texture->getGLTexture()); in testSlice() 828 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 982 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace() 1091 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 1206 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace()
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D | es3fTextureSizeTests.cpp | 141 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 284 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace()
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D | es3fTextureMipmapTests.cpp | 333 gl.bindTexture (GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 645 gl.bindTexture (GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate() 870 gl.bindTexture (GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 1019 gl.bindTexture (GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate() 1277 gl.bindTexture (GL_TEXTURE_3D, m_texture->getGLTexture()); in iterate() 1518 gl.bindTexture (GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 1826 gl.bindTexture (GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate() 2148 gl.bindTexture (GL_TEXTURE_3D, m_texture->getGLTexture()); in iterate()
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D | es3fTextureShadowTests.cpp | 349 gl.bindTexture (GL_TEXTURE_2D, curCase.texture->getGLTexture()); in iterate() 608 gl.bindTexture (GL_TEXTURE_CUBE_MAP, curCase.texture->getGLTexture()); in iterate() 915 gl.bindTexture (GL_TEXTURE_2D_ARRAY, curCase.texture->getGLTexture()); in iterate()
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D | es3fTextureSwizzleTests.cpp | 171 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate()
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D | es3fVertexTextureTests.cpp | 764 glBindTexture(GL_TEXTURE_2D, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs() 1099 glBindTexture(GL_TEXTURE_CUBE_MAP, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs() 1439 glBindTexture(GL_TEXTURE_2D_ARRAY, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs() 1782 glBindTexture(GL_TEXTURE_3D, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs()
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D | es3fTextureFilteringTests.cpp | 287 gl.bindTexture (GL_TEXTURE_2D, curCase.texture->getGLTexture()); in iterate() 573 gl.bindTexture (GL_TEXTURE_CUBE_MAP, curCase.texture->getGLTexture()); in iterate() 866 gl.bindTexture (GL_TEXTURE_2D_ARRAY, curCase.texture->getGLTexture()); in iterate() 1107 gl.bindTexture (GL_TEXTURE_3D, curCase.texture->getGLTexture()); in iterate()
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/external/deqp/modules/gles3/accuracy/ |
D | es3aTextureFilteringTests.cpp | 213 gl.bindTexture(GL_TEXTURE_2D, m_textures[curTexNdx]->getGLTexture()); in iterate() 253 gl.bindTexture(GL_TEXTURE_2D, m_textures[curTexNdx]->getGLTexture()); in iterate() 563 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_textures[curTexNdx]->getGLTexture()); in iterate() 593 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_textures[curTexNdx]->getGLTexture()); in iterate()
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D | es3aTextureMipmapTests.cpp | 289 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 550 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate()
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/external/deqp/modules/gles2/accuracy/ |
D | es2aTextureFilteringTests.cpp | 222 gl.bindTexture(GL_TEXTURE_2D, m_textures[curTexNdx]->getGLTexture()); in iterate() 262 gl.bindTexture(GL_TEXTURE_2D, m_textures[curTexNdx]->getGLTexture()); in iterate() 553 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_textures[curTexNdx]->getGLTexture()); in iterate() 583 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_textures[curTexNdx]->getGLTexture()); in iterate()
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D | es2aTextureMipmapTests.cpp | 296 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 561 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate()
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/external/deqp/modules/gles31/functional/ |
D | es31fTextureFormatTests.cpp | 204 gl.bindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, m_texture->getGLTexture()); in testLayerFace() 341 gl.bindTexture(GL_TEXTURE_BUFFER, m_texture->getGLTexture()); in iterate()
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D | es31fTextureFilteringTests.cpp | 343 gl.bindTexture (GL_TEXTURE_CUBE_MAP_ARRAY, curCase.texture->getGLTexture()); in iterate()
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/external/deqp/modules/gles2/performance/ |
D | es2pTextureCases.cpp | 218 gl.bindTexture(GL_TEXTURE_2D, m_textures[texNdx]->getGLTexture()); in setupRenderState()
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/external/deqp/modules/gles3/performance/ |
D | es3pTextureCases.cpp | 245 gl.bindTexture(GL_TEXTURE_2D, m_textures[texNdx]->getGLTexture()); in setupRenderState()
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