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Searched refs:tex2D (Results 1 – 21 of 21) sorted by relevance

/external/deqp/modules/gles2/functional/
Des2fFboApiTest.cpp205 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()
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Des2fNegativeBufferApiTests.cpp318 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()
Des2fShaderTextureFunctionTests.cpp192 …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()
Des2fFboRenderTest.cpp165 …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()
Des2fTextureUnitTests.cpp500 m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords); in shadeFragments()
Des2fTextureSpecificationTests.cpp223 m_uniforms[0].sampler.tex2D->sample4(colors, texCoords); in shadeFragments()
/external/deqp/modules/gles3/functional/
Des3fFboApiTests.cpp181 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()
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Des3fNegativeBufferApiTests.cpp984 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()
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Des3fShaderTextureFunctionTests.cpp310 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()
Des3fFboTestUtil.cpp395 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D; in shadeFragments()
Des3fTextureUnitTests.cpp665 … case GL_TEXTURE_2D: m_uniforms[4*unitNdx].sampler.tex2D->sample4(texSamples, coords2D); break; in shadeFragments()
/external/deqp/modules/glshared/
DglsShaderRenderCase.hpp88 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()
DglsShaderRenderCase.cpp85 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()
DglsRandomShaderCase.hpp67 void bindTexture (int unit, const glu::Texture2D* tex2D);
DglsRandomShaderCase.cpp92 void TextureManager::bindTexture (int unit, const glu::Texture2D* tex2D) in bindTexture() argument
94 m_tex2D[unit] = tex2D; in bindTexture()
/external/deqp/modules/gles31/functional/
Des31fNegativeBufferApiTests.cpp1003 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()
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Des31fFboTestUtil.cpp238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D; in shadeFragments()
Des31fGeometryShaderTests.cpp1287 const tcu::Vec4 texColor = m_sampler.sampler.tex2D->sample(texCoord.x(), texCoord.y(), 0.0f); in shadePrimitives()
/external/deqp/framework/opengl/simplereference/
DsglrShaderProgram.hpp211 const rc::Texture2D* tex2D; member
DsglrReferenceContext.hpp802 void setTex2DBinding (int unit, rc::Texture2D* tex2D);
DsglrReferenceContext.cpp2186 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()