/external/deqp/modules/gles31/functional/ |
D | es31fIndexedStateQueryTests.cpp | 518 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() [all …]
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D | es31fSynchronizationTests.cpp | 1520 …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()
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D | es31fShaderFramebufferFetchTests.cpp | 1269 m_gl.bindImageTexture(0, m_texColorBuffer, 0, GL_FALSE, 0, GL_READ_ONLY, m_format); in create2DTextureArrayLayers()
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D | es31fShaderImageLoadStoreTests.cpp | 1475 …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()
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D | es31fBasicComputeShaderTests.cpp | 1039 gl.bindImageTexture(1, *inputTexture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI); in iterate()
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D | es31fLayoutBindingTests.cpp | 1473 gl.bindImageTexture(imageBindingPoint, textureName, 0, GL_TRUE, 0, GL_READ_ONLY, GL_RGBA8); in initializeImage()
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/external/mesa3d/src/mesa/main/ |
D | shaderimage.c | 454 .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()
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D | vdpau.c | 322 if (access != GL_READ_ONLY && access != GL_WRITE_ONLY && in _mesa_VDPAUSurfaceAccessNV()
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D | bufferobj.c | 223 return GL_READ_ONLY; in simplified_access_mode()
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/external/mesa3d/src/mesa/state_tracker/ |
D | st_atom_image.c | 77 case GL_READ_ONLY: in st_bind_images()
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
D | brw_wm_surface_state.c | 1723 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()
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/external/mesa3d/src/compiler/glsl/ |
D | link_uniforms.cpp | 604 (current_var->data.image_read_only ? GL_READ_ONLY : in handle_images()
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/external/deqp/framework/opengl/ |
D | gluStateReset.cpp | 561 gl.bindImageTexture(ndx, 0, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI); in resetStateES()
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D | gluStrUtil.inl | 1494 case GL_READ_ONLY: return "GL_READ_ONLY";
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/external/deqp/framework/opengl/wrapper/ |
D | glwEnums.inl | 750 #define GL_READ_ONLY 0x88B8 macro
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/external/mesa3d/include/GLES3/ |
D | gl31.h | 1316 #define GL_READ_ONLY 0x88B8 macro
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D | gl32.h | 1316 #define GL_READ_ONLY 0x88B8 macro
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/external/swiftshader/include/GL/ |
D | glcorearb.h | 630 #define GL_READ_ONLY 0x88B8 macro
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D | glext.h | 481 #define GL_READ_ONLY 0x88B8 macro
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/external/mesa3d/include/GL/ |
D | glcorearb.h | 630 #define GL_READ_ONLY 0x88B8 macro
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D | glext.h | 481 #define GL_READ_ONLY 0x88B8 macro
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