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

/external/deqp/modules/gles31/functional/
Des31fIndexedStateQueryTests.cpp518 gl.glBindImageTexture(ndxA, *textureA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8UI); in iterate()
525 gl.glBindImageTexture(ndxB, *textureB, 0, GL_FALSE, 2, GL_READ_ONLY, GL_RGBA8UI); in iterate()
582 gl.glBindImageTexture(ndxA, *textureA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8UI); in iterate()
589 gl.glBindImageTexture(ndxB, *textureB, 2, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8UI); in iterate()
646 gl.glBindImageTexture(ndxA, *textureA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8UI); in iterate()
653 gl.glBindImageTexture(ndxB, *textureB, 0, GL_TRUE, 2, GL_READ_ONLY, GL_RGBA8UI); in iterate()
710 gl.glBindImageTexture(ndxA, *textureA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8UI); in iterate()
717 gl.glBindImageTexture(ndxB, *textureB, 0, GL_TRUE, 2, GL_READ_ONLY, GL_RGBA8UI); in iterate()
760 … verifyStateIndexedInteger(result, gl, GL_IMAGE_BINDING_ACCESS, ndx, GL_READ_ONLY, m_verifierType); in iterate()
774 gl.glBindImageTexture(ndxA, *textureA, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8UI); in iterate()
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Des31fSynchronizationTests.cpp1520 …md.targetHandle0], 0, GL_FALSE, 0, (m_useAtomic) ? (GL_READ_WRITE) : (GL_READ_ONLY), (m_formatInte… in runCommand()
1521 …md.targetHandle1], 0, GL_FALSE, 0, (m_useAtomic) ? (GL_READ_WRITE) : (GL_READ_ONLY), (m_formatInte… in runCommand()
1608 …IDs[targetHandle], 0, GL_FALSE, 0, (m_useAtomic) ? (GL_READ_WRITE) : (GL_READ_ONLY), (m_formatInte… in runSingleRead()
2859 gl.bindImageTexture(2, m_imageID, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI); in readWorkImage()
Des31fShaderFramebufferFetchTests.cpp1269 m_gl.bindImageTexture(0, m_texColorBuffer, 0, GL_FALSE, 0, GL_READ_ONLY, m_format); in create2DTextureArrayLayers()
Des31fShaderImageLoadStoreTests.cpp1475 …glLog.glBindImageTexture(0, *texture0, 0, GL_FALSE, layerNdx, GL_READ_ONLY, imageInternalFormatGL); in iterate()
1487 glLog.glBindImageTexture(0, *texture0, 0, GL_TRUE, 0, GL_READ_ONLY, imageInternalFormatGL); in iterate()
Des31fBasicComputeShaderTests.cpp1039 gl.bindImageTexture(1, *inputTexture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI); in iterate()
Des31fLayoutBindingTests.cpp1473 gl.bindImageTexture(imageBindingPoint, textureName, 0, GL_TRUE, 0, GL_READ_ONLY, GL_RGBA8); in initializeImage()
/external/mesa3d/src/mesa/main/
Dshaderimage.c454 .Access = GL_READ_ONLY, in _mesa_default_image_unit()
551 if (access != GL_READ_ONLY && in validate_bind_image_texture()
758 u->Access = GL_READ_ONLY; in _mesa_BindImageTextures()
Dvdpau.c322 if (access != GL_READ_ONLY && access != GL_WRITE_ONLY && in _mesa_VDPAUSurfaceAccessNV()
Dbufferobj.c223 return GL_READ_ONLY; in simplified_access_mode()
/external/mesa3d/src/mesa/state_tracker/
Dst_atom_image.c77 case GL_READ_ONLY: in st_bind_images()
/external/mesa3d/src/mesa/drivers/dri/i965/
Dbrw_wm_surface_state.c1723 access != GL_READ_ONLY); in update_image_surface()
1735 access != GL_READ_ONLY); in update_image_surface()
1761 access == GL_READ_ONLY ? 0 : in update_image_surface()
/external/mesa3d/src/compiler/glsl/
Dlink_uniforms.cpp604 (current_var->data.image_read_only ? GL_READ_ONLY : in handle_images()
/external/deqp/framework/opengl/
DgluStateReset.cpp561 gl.bindImageTexture(ndx, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI); in resetStateES()
DgluStrUtil.inl1494 case GL_READ_ONLY: return "GL_READ_ONLY";
/external/deqp/framework/opengl/wrapper/
DglwEnums.inl750 #define GL_READ_ONLY 0x88B8 macro
/external/mesa3d/include/GLES3/
Dgl31.h1316 #define GL_READ_ONLY 0x88B8 macro
Dgl32.h1316 #define GL_READ_ONLY 0x88B8 macro
/external/swiftshader/include/GL/
Dglcorearb.h630 #define GL_READ_ONLY 0x88B8 macro
Dglext.h481 #define GL_READ_ONLY 0x88B8 macro
/external/mesa3d/include/GL/
Dglcorearb.h630 #define GL_READ_ONLY 0x88B8 macro
Dglext.h481 #define GL_READ_ONLY 0x88B8 macro