/external/deqp/modules/gles2/functional/ |
D | es2fFboApiTest.cpp | 205 deUint32 tex2D = 1; in validTex2DAttachmentsTest() local 206 context.bindTexture(GL_TEXTURE_2D, tex2D); in validTex2DAttachmentsTest() 209 context.framebufferTexture2D(GL_FRAMEBUFFER, attachmentPoints[pointNdx], GL_TEXTURE_2D, tex2D, 0); in validTex2DAttachmentsTest() 272 deUint32 tex2D = 1; in attachToDefaultFramebufferTest() local 273 context.bindTexture(GL_TEXTURE_2D, tex2D); in attachToDefaultFramebufferTest() 274 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0); in attachToDefaultFramebufferTest() 291 deUint32 tex2D = 1; in invalidTex2DAttachmentTest() local 292 context.bindTexture(GL_TEXTURE_2D, tex2D); in invalidTex2DAttachmentTest() 293 …amebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, tex2D, 0); in invalidTex2DAttachmentTest() 297 context.deleteTextures(1, &tex2D); in invalidTex2DAttachmentTest() [all …]
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D | es2fNegativeBufferApiTests.cpp | 318 GLuint tex2D; in init() 322 glGenTextures(1, &tex2D); in init() 323 glBindTexture(GL_TEXTURE_2D, tex2D); in init() 334 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, -1, tex2D, 0); in init() 346 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 3); in init() 359 …amebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, tex2D, 0); in init() 361 glDeleteTextures(1, &tex2D); in init()
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D | es2fShaderTextureFunctionTests.cpp | 192 …aderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures… in texture2D() 584 …static const TextureSpec tex2D (TEXTURETYPE_2D, GL_RGBA, GL_UNSIGNED_BYTE, 256, 256, 1, sampler… in init() local 594 …-0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, tex2D, evalTexture2D), in init() 596 …0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, tex2D, evalTexture2DPr… in init() 597 …0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, tex2D, evalTexture2DPr… in init() 601 ….6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, -1.0f, 9.0f, tex2D, evalTexture2DPr… in init() 602 ….6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, -1.0f, 9.0f, tex2D, evalTexture2DPr… in init()
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D | es2fFboRenderTest.cpp | 165 …rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, this->m_uniforms[0].sampler.tex2D->sample(… in shadeFragments() 228 …rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, this->m_uniforms[0].sampler.tex2D->sampl… in shadeFragments() 229 … + this->m_uniforms[1].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod) * 0.5f); in shadeFragments()
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D | es2fTextureUnitTests.cpp | 500 m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords); in shadeFragments()
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D | es2fTextureSpecificationTests.cpp | 223 m_uniforms[0].sampler.tex2D->sample4(colors, texCoords); in shadeFragments()
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/external/deqp/modules/gles3/functional/ |
D | es3fFboApiTests.cpp | 181 deUint32 tex2D = 1; in validTex2DAttachmentsTest() local 182 context.bindTexture(GL_TEXTURE_2D, tex2D); in validTex2DAttachmentsTest() 185 context.framebufferTexture2D(GL_FRAMEBUFFER, attachmentPoints[pointNdx], GL_TEXTURE_2D, tex2D, 0); in validTex2DAttachmentsTest() 248 deUint32 tex2D = 1; in attachToDefaultFramebufferTest() local 249 context.bindTexture(GL_TEXTURE_2D, tex2D); in attachToDefaultFramebufferTest() 250 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0); in attachToDefaultFramebufferTest() 267 deUint32 tex2D = 1; in invalidTex2DAttachmentTest() local 268 context.bindTexture(GL_TEXTURE_2D, tex2D); in invalidTex2DAttachmentTest() 269 …amebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, tex2D, 0); in invalidTex2DAttachmentTest() 273 context.deleteTextures(1, &tex2D); in invalidTex2DAttachmentTest() [all …]
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D | es3fNegativeBufferApiTests.cpp | 984 GLuint tex2D; in init() 988 glGenTextures(1, &tex2D); in init() 989 glBindTexture(GL_TEXTURE_2D, tex2D); in init() 1000 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, -1, tex2D, 0); in init() 1006 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, -1); in init() 1009 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, maxSize); in init() 1022 …amebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, tex2D, 0); in init() 1024 glDeleteTextures(1, &tex2D); in init() 1235 deUint32 tex2D; in init() 1240 glGenTextures (1, &tex2D); in init() [all …]
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D | es3fShaderTextureFunctionTests.cpp | 310 float w = (float)c.textures[0].tex2D->getWidth(); in computeLodFromGrad2D() 311 float h = (float)c.textures[0].tex2D->getHeight(); in computeLodFromGrad2D() 342 …aderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures… in texture2D() 347 …ontext& c, float ref, float s, float t, float lod) { return c.textures[0].tex2D->sampleCompare(c.t… in texture2DShadow() 351 …t& c, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleOffset(c.te… in texture2DOffset() 355 …at ref, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleCompareOffs… in texture2DShadowOffset() 471 c.color = c.textures[0].tex2D->getLevel(lod).getPixel(x, y)*p.scale + p.bias; in evalTexelFetch2D()
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D | es3fFboTestUtil.cpp | 395 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D; in shadeFragments()
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D | es3fTextureUnitTests.cpp | 665 … case GL_TEXTURE_2D: m_uniforms[4*unitNdx].sampler.tex2D->sample4(texSamples, coords2D); break; in shadeFragments()
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/external/deqp/modules/glshared/ |
D | glsShaderRenderCase.hpp | 88 TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler); 95 void setTexture (const glu::Texture2D* tex2D); 102 …::Texture2D* get2D (void) const { DE_ASSERT(getType() == TYPE_2D); return m_binding.tex2D; } in get2D() 112 const glu::Texture2D* tex2D; member 134 const tcu::Texture2D* tex2D; member 140 : tex2D (DE_NULL) in ShaderSampler()
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D | glsShaderRenderCase.cpp | 85 TextureBinding::TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler) in TextureBinding() argument 89 m_binding.tex2D = tex2D; in TextureBinding() 116 m_binding.tex2D = DE_NULL; in TextureBinding() 124 void TextureBinding::setTexture (const glu::Texture2D* tex2D) in setTexture() argument 127 m_binding.tex2D = tex2D; in setTexture() 299 case TextureBinding::TYPE_2D: textures[ndx].tex2D = &binding.get2D()->getRefTexture(); break; in ShaderEvalContext() 332 if (textures[unitNdx].tex2D) in texture2D() 333 …return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.… in texture2D()
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D | glsRandomShaderCase.hpp | 67 void bindTexture (int unit, const glu::Texture2D* tex2D);
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D | glsRandomShaderCase.cpp | 92 void TextureManager::bindTexture (int unit, const glu::Texture2D* tex2D) in bindTexture() argument 94 m_tex2D[unit] = tex2D; in bindTexture()
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/external/deqp/modules/gles31/functional/ |
D | es31fNegativeBufferApiTests.cpp | 1003 GLuint tex2D = 0x1234; in framebuffer_texture2d() local 1010 ctx.glGenTextures(1, &tex2D); in framebuffer_texture2d() 1011 ctx.glBindTexture(GL_TEXTURE_2D, tex2D); in framebuffer_texture2d() 1024 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, -1, tex2D, 0); in framebuffer_texture2d() 1030 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, -1); in framebuffer_texture2d() 1033 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, maxSize); in framebuffer_texture2d() 1046 …amebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, tex2D, 0); in framebuffer_texture2d() 1048 ctx.glDeleteTextures(1, &tex2D); in framebuffer_texture2d() 1263 deUint32 tex2D; in framebuffer_texture_layer() local 1268 ctx.glGenTextures (1, &tex2D); in framebuffer_texture_layer() [all …]
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D | es31fFboTestUtil.cpp | 238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D; in shadeFragments()
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D | es31fGeometryShaderTests.cpp | 1287 const tcu::Vec4 texColor = m_sampler.sampler.tex2D->sample(texCoord.x(), texCoord.y(), 0.0f); in shadePrimitives()
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/external/deqp/framework/opengl/simplereference/ |
D | sglrShaderProgram.hpp | 211 const rc::Texture2D* tex2D; member
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D | sglrReferenceContext.hpp | 802 void setTex2DBinding (int unit, rc::Texture2D* tex2D);
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D | sglrReferenceContext.cpp | 2186 const Texture2D* tex2D = static_cast<const Texture2D*>(texture); in checkFramebufferStatus() local 2188 if (tex2D->hasLevel(attachment.level)) in checkFramebufferStatus() 2189 level = tex2D->getLevel(attachment.level); in checkFramebufferStatus() 4444 m_currentProgram->m_program->m_uniforms[uniformNdx].sampler.tex2D = tex; in drawWithReference() 4447 m_currentProgram->m_program->m_uniforms[uniformNdx].sampler.tex2D = &m_emptyTex2D; in drawWithReference()
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