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Searched refs:tex2D (Results 1 – 25 of 27) sorted by relevance

12

/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.cpp988 GLuint tex2D; in init()
992 glGenTextures(1, &tex2D); in init()
993 glBindTexture(GL_TEXTURE_2D, tex2D); in init()
1004 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, -1, tex2D, 0); in init()
1010 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, -1); in init()
1013 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, maxSize); in init()
1026 …amebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, tex2D, 0); in init()
1028 glDeleteTextures(1, &tex2D); in init()
1241 deUint32 tex2D; in init()
1246 glGenTextures (1, &tex2D); in init()
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Des3fShaderTextureFunctionTests.cpp247 float w = (float)c.textures[0].tex2D->getWidth(); in computeLodFromGrad2D()
248 float h = (float)c.textures[0].tex2D->getHeight(); in computeLodFromGrad2D()
279 …aderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures… in texture2D()
284 …ontext& c, float ref, float s, float t, float lod) { return c.textures[0].tex2D->sampleCompare(c.t… in texture2DShadow()
288 …t& c, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleOffset(c.te… in texture2DOffset()
292 …at ref, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleCompareOffs… in texture2DShadowOffset()
408 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.cpp666 … case GL_TEXTURE_2D: m_uniforms[4*unitNdx].sampler.tex2D->sample4(texSamples, coords2D); break; in shadeFragments()
/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.cpp187 …aderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures… in texture2D()
579 …static const TextureSpec tex2D (TEXTURETYPE_2D, GL_RGBA, GL_UNSIGNED_BYTE, 256, 256, 1, sampler… in init() local
589 …-0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, tex2D, evalTexture2D), in init()
591 …0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, tex2D, evalTexture2DPr… in init()
592 …0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, tex2D, evalTexture2DPr… in init()
596 ….6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, -1.0f, 9.0f, tex2D, evalTexture2DPr… in init()
597 ….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.cpp501 m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords); in shadeFragments()
/external/deqp/external/openglcts/modules/common/
DglcShaderRenderCase.hpp104 TextureBinding(const glu::Texture2D* tex2D, const tcu::Sampler& sampler);
111 void setTexture(const glu::Texture2D* tex2D);
127 return m_binding.tex2D; in get2D()
149 const glu::Texture2D* tex2D; member
171 const tcu::Texture2D* tex2D; member
176 inline ShaderSampler(void) : tex2D(DE_NULL), texCube(DE_NULL), tex2DArray(DE_NULL), tex3D(DE_NULL) in ShaderSampler()
DglcShaderRenderCase.cpp78 TextureBinding::TextureBinding(const glu::Texture2D* tex2D, const tcu::Sampler& sampler) in TextureBinding() argument
81 m_binding.tex2D = tex2D; in TextureBinding()
104 m_binding.tex2D = DE_NULL; in TextureBinding()
112 void TextureBinding::setTexture(const glu::Texture2D* tex2D) in setTexture() argument
115 m_binding.tex2D = tex2D; in setTexture()
327 textures[ndx].tex2D = &binding.get2D()->getRefTexture(); in ShaderEvalContext()
367 if (textures[unitNdx].tex2D) in texture2D()
368 …return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.… in texture2D()
/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.cpp69 TextureBinding::TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler) in TextureBinding() argument
73 m_binding.tex2D = tex2D; in TextureBinding()
100 m_binding.tex2D = DE_NULL; in TextureBinding()
108 void TextureBinding::setTexture (const glu::Texture2D* tex2D) in setTexture() argument
111 m_binding.tex2D = tex2D; in setTexture()
283 case TextureBinding::TYPE_2D: textures[ndx].tex2D = &binding.get2D()->getRefTexture(); break; in ShaderEvalContext()
316 if (textures[unitNdx].tex2D) in texture2D()
317 …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/external/vulkancts/modules/vulkan/shaderrender/
DvktShaderRender.hpp118 TextureBinding (const tcu::Texture2D* tex2D, const tcu::Sampler& sampler);
131 …d) const { DE_ASSERT(getType() == TYPE_2D && m_binding.tex2D != NULL); return *m_binding.tex2D in get2D()
154 const tcu::Texture2D* tex2D; member
181 const tcu::Texture2D* tex2D; member
190 , tex2D (DE_NULL) in ShaderSampler()
DvktShaderRender.cpp289 case TYPE_2D: m_binding.tex2D = loadTexture2D(archive, filename).release(); break; in TextureBinding()
302 TextureBinding::TextureBinding (const tcu::Texture2D* tex2D, const tcu::Sampler& sampler) in TextureBinding() argument
306 m_binding.tex2D = tex2D; in TextureBinding()
349 case TYPE_2D: delete m_binding.tex2D; break; in ~TextureBinding()
400 case TextureBinding::TYPE_2D: textures[ndx].tex2D = &binding.get2D(); break; in ShaderEvalContext()
435 if (textures[unitNdx].tex2D) in texture2D()
436 …return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.… in texture2D()
DvktShaderRenderTextureFunctionTests.cpp344 float w = (float)c.textures[0].tex2D->getWidth(); in computeLodFromGrad2D()
345 float h = (float)c.textures[0].tex2D->getHeight(); in computeLodFromGrad2D()
398 …erEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures… in texture2D()
406 …xt& c, float ref, float s, float t, float lod) { return c.textures[0].tex2D->sampleCompare(c.t… in texture2DShadow()
413 …& c, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleOffset(c.te… in texture2DOffset()
419 … ref, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleCompareOffs… in texture2DShadowOffset()
599 c.color = c.textures[0].tex2D->getLevel(lod).getPixel(x, y)*p.scale + p.bias; in evalTexelFetch2D()
/external/deqp/modules/gles31/functional/
Des31fNegativeBufferApiTests.cpp1192 GLuint tex2D = 0x1234; in framebuffer_texture2d() local
1201 ctx.glGenTextures(1, &tex2D); in framebuffer_texture2d()
1202 ctx.glBindTexture(GL_TEXTURE_2D, tex2D); in framebuffer_texture2d()
1217 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, -1, tex2D, 0); in framebuffer_texture2d()
1222 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, -1, GL_TEXTURE_2D, tex2D, 0); in framebuffer_texture2d()
1227 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, -1); in framebuffer_texture2d()
1230 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, maxSize); in framebuffer_texture2d()
1238 …ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, maxTexSize … in framebuffer_texture2d()
1240 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, -1); in framebuffer_texture2d()
1256 …amebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, tex2D, 0); in framebuffer_texture2d()
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Des31fFboTestUtil.cpp238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D; in shadeFragments()
/external/deqp/external/vulkancts/modules/vulkan/pipeline/
DvktPipelineImageSamplingInstance.cpp1228 const TestTexture2D* tex2D = dynamic_cast<const TestTexture2D*>(&testTexture); in getTexture2DView() local
1232 DE_ASSERT(!!tex2D != !!tex2DArray); in getTexture2DView()
1239 …const tcu::ConstPixelBufferAccess& srcLevel = tex2D ? tex2D->getTexture().getLevel((int)subresourc… in getTexture2DView()
1250 const TestTexture2D* tex2D = dynamic_cast<const TestTexture2D*>(&testTexture); in getTexture2DArrayView() local
1253 DE_ASSERT(!!tex2D != !!tex2DArray); in getTexture2DArrayView()
1260 …const tcu::ConstPixelBufferAccess& srcLevel = tex2D ? tex2D->getTexture().getLevel((int)subresourc… in getTexture2DArrayView()
/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()

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