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Searched refs:texture2DOffset (Results 1 – 2 of 2) sorted by relevance

/external/deqp/modules/gles3/functional/
Des3fShaderTextureFunctionTests.cpp288 inline Vec4 texture2DOffset (const gls::ShaderEvalContext& c, float s, float t, float lod, IVec2 … in texture2DOffset() function
324 … (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DOffset()
328 … (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DOffsetBias()
332 … (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DLodOffset()
336 …t (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProj3Offset()
337 …as (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProj3OffsetBias()
338 … (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProjOffset()
339 …s (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProjOffsetBias()
343 …t (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProjLod3Offset()
344 …t (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProjLodOffset()
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
DvktShaderRenderTextureFunctionTests.cpp374 inline Vec4 texture2DOffset (const ShaderEvalContext& c, float s, float t, float lod, IVec2 offse… in texture2DOffset() function
410 …fset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DOffset()
414 …tBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DOffsetBias()
418 …ffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DLodOffset()
422 …Offset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProj3Offset()
423 …setBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProj3OffsetBias()
424 …ffset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProjOffset()
425 …etBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProjOffsetBias()
429 …Offset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProjLod3Offset()
430 …Offset (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2DOffset(c, c.in[0].x(… in evalTexture2DProjLodOffset()
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