/external/deqp/framework/opengl/ |
D | gluTexture.hpp | 52 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::Texture1D 81 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::Texture2D 121 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::TextureCube 157 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::Texture2DArray 190 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::Texture1DArray 220 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::Texture3D 253 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::TextureCubeArray 291 deUint32 getGLTexture (void) const { return m_glTexture; } in getGLTexture() function in glu::TextureBuffer
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/external/deqp/modules/glshared/ |
D | glsRandomShaderCase.cpp | 305 glBindTexture(GL_TEXTURE_2D, m_tex2D->getGLTexture()); in getTex2D() 343 glBindTexture(GL_TEXTURE_CUBE_MAP, m_texCube->getGLTexture()); in getTexCube() 526 glBindTexture(GL_TEXTURE_2D, texture->getGLTexture()); in iterate() 538 glBindTexture(GL_TEXTURE_CUBE_MAP, texture->getGLTexture()); in iterate()
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D | glsShaderRenderCase.cpp | 512 …case TextureBinding::TYPE_2D: texTarget = GL_TEXTURE_2D; texObj = tex.get2D()->getGLTexture(); … in setupDefaultInputs() 513 …ng::TYPE_CUBE_MAP: texTarget = GL_TEXTURE_CUBE_MAP; texObj = tex.getCube()->getGLTexture(); break; in setupDefaultInputs() 514 …::TYPE_2D_ARRAY: texTarget = GL_TEXTURE_2D_ARRAY; texObj = tex.get2DArray()->getGLTexture(); break; in setupDefaultInputs() 515 …case TextureBinding::TYPE_3D: texTarget = GL_TEXTURE_3D; texObj = tex.get3D()->getGLTexture(); … in setupDefaultInputs()
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D | glsTextureBufferCase.cpp | 613 gl.bindTexture(GL_TEXTURE_BUFFER, texture.getGLTexture()); in renderGL() 622 gl.bindTexture(GL_TEXTURE_BUFFER, texture.getGLTexture()); in renderGL()
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/external/deqp/modules/gles2/functional/ |
D | es2fTextureFormatTests.cpp | 177 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 346 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace() 465 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 580 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace()
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D | es2fTextureSizeTests.cpp | 142 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 285 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace()
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D | es2fTextureMipmapTests.cpp | 290 gl.bindTexture (GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 607 gl.bindTexture (GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate() 832 gl.bindTexture (GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 982 gl.bindTexture (GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate()
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D | es2fTextureWrapTests.cpp | 177 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate()
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D | es2fTextureFilteringTests.cpp | 288 gl.bindTexture (GL_TEXTURE_2D, curCase.texture->getGLTexture()); in iterate() 547 gl.bindTexture (GL_TEXTURE_CUBE_MAP, curCase.texture->getGLTexture()); in iterate()
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D | es2fVertexTextureTests.cpp | 666 glBindTexture(GL_TEXTURE_2D, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs() 998 glBindTexture(GL_TEXTURE_CUBE_MAP, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs()
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/external/deqp/modules/gles3/functional/ |
D | es3fTextureFormatTests.cpp | 193 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 376 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace() 533 gl.bindTexture(GL_TEXTURE_2D_ARRAY, m_texture->getGLTexture()); in testLayer() 686 gl.bindTexture(GL_TEXTURE_3D, m_texture->getGLTexture()); in testSlice() 829 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 983 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace() 1092 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 1207 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace()
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D | es3fTextureSizeTests.cpp | 143 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 286 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in testFace()
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D | es3fTextureMipmapTests.cpp | 334 gl.bindTexture (GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 646 gl.bindTexture (GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate() 871 gl.bindTexture (GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 1020 gl.bindTexture (GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate() 1278 gl.bindTexture (GL_TEXTURE_3D, m_texture->getGLTexture()); in iterate() 1519 gl.bindTexture (GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 1827 gl.bindTexture (GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate() 2149 gl.bindTexture (GL_TEXTURE_3D, m_texture->getGLTexture()); in iterate()
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D | es3fTextureShadowTests.cpp | 351 gl.bindTexture (GL_TEXTURE_2D, curCase.texture->getGLTexture()); in iterate() 610 gl.bindTexture (GL_TEXTURE_CUBE_MAP, curCase.texture->getGLTexture()); in iterate() 917 gl.bindTexture (GL_TEXTURE_2D_ARRAY, curCase.texture->getGLTexture()); in iterate()
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D | es3fTextureSwizzleTests.cpp | 172 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate()
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D | es3fVertexTextureTests.cpp | 766 glBindTexture(GL_TEXTURE_2D, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs() 1101 glBindTexture(GL_TEXTURE_CUBE_MAP, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs() 1441 glBindTexture(GL_TEXTURE_2D_ARRAY, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs() 1784 glBindTexture(GL_TEXTURE_3D, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs()
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D | es3fTextureFilteringTests.cpp | 288 gl.bindTexture (GL_TEXTURE_2D, curCase.texture->getGLTexture()); in iterate() 574 gl.bindTexture (GL_TEXTURE_CUBE_MAP, curCase.texture->getGLTexture()); in iterate() 867 gl.bindTexture (GL_TEXTURE_2D_ARRAY, curCase.texture->getGLTexture()); in iterate() 1108 gl.bindTexture (GL_TEXTURE_3D, curCase.texture->getGLTexture()); in iterate()
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D | es3fASTCDecompressionCases.cpp | 348 gl.bindTexture(GL_TEXTURE_2D, texture.getGLTexture()); in render()
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/external/deqp/modules/gles2/accuracy/ |
D | es2aTextureFilteringTests.cpp | 224 gl.bindTexture(GL_TEXTURE_2D, m_textures[curTexNdx]->getGLTexture()); in iterate() 264 gl.bindTexture(GL_TEXTURE_2D, m_textures[curTexNdx]->getGLTexture()); in iterate() 555 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_textures[curTexNdx]->getGLTexture()); in iterate() 585 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_textures[curTexNdx]->getGLTexture()); in iterate()
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D | es2aTextureMipmapTests.cpp | 298 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 563 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate()
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/external/deqp/modules/gles3/accuracy/ |
D | es3aTextureFilteringTests.cpp | 214 gl.bindTexture(GL_TEXTURE_2D, m_textures[curTexNdx]->getGLTexture()); in iterate() 254 gl.bindTexture(GL_TEXTURE_2D, m_textures[curTexNdx]->getGLTexture()); in iterate() 564 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_textures[curTexNdx]->getGLTexture()); in iterate() 594 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_textures[curTexNdx]->getGLTexture()); in iterate()
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D | es3aTextureMipmapTests.cpp | 290 gl.bindTexture(GL_TEXTURE_2D, m_texture->getGLTexture()); in iterate() 551 gl.bindTexture(GL_TEXTURE_CUBE_MAP, m_texture->getGLTexture()); in iterate()
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/external/deqp/modules/gles2/performance/ |
D | es2pTextureCases.cpp | 218 gl.bindTexture(GL_TEXTURE_2D, m_textures[texNdx]->getGLTexture()); in setupRenderState()
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/external/deqp/modules/gles31/functional/ |
D | es31fTextureFormatTests.cpp | 206 gl.bindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, m_texture->getGLTexture()); in testLayerFace() 354 gl.bindTexture(GL_TEXTURE_BUFFER, m_texture->getGLTexture()); in iterate()
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/external/deqp/modules/gles3/performance/ |
D | es3pTextureCases.cpp | 245 gl.bindTexture(GL_TEXTURE_2D, m_textures[texNdx]->getGLTexture()); in setupRenderState()
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