/external/deqp/modules/gles3/functional/ |
H A D | es3fFboApiTests.cpp | 170 deUint32 tex2D = 1; local 171 context.bindTexture(GL_TEXTURE_2D, tex2D); 174 context.framebufferTexture2D(GL_FRAMEBUFFER, attachmentPoints[pointNdx], GL_TEXTURE_2D, tex2D, 0); 237 deUint32 tex2D = 1; local 238 context.bindTexture(GL_TEXTURE_2D, tex2D); 239 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0); 256 deUint32 tex2D = 1; local 257 context.bindTexture(GL_TEXTURE_2D, tex2D); 258 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, tex2D, 0); 262 context.deleteTextures(1, &tex2D); 408 deUint32 tex2D = 1; local 456 deUint32 tex2D = 1; local [all...] |
H A D | es3fNegativeBufferApiTests.cpp | 984 GLuint tex2D; 988 glGenTextures(1, &tex2D); 989 glBindTexture(GL_TEXTURE_2D, tex2D); 1000 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, -1, tex2D, 0); 1006 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, -1); 1009 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, maxSize); 1022 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, tex2D, 0); 1024 glDeleteTextures(1, &tex2D); 1228 deUint32 tex2D; 1233 glGenTextures (1, &tex2D); [all...] |
H A D | es3fShaderTextureFunctionTests.cpp | 310 float w = (float)c.textures[0].tex2D->getWidth(); 311 float h = (float)c.textures[0].tex2D->getHeight(); 342 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); } 347 inline float texture2DShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float lod) { return c.textures[0].tex2D->sampleCompare(c.textures[0].sampler, ref, s, t, lod); } 351 inline Vec4 texture2DOffset (const gls::ShaderEvalContext& c, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleOffset(c.textures[0].sampler, s, t, lod, offset); } 355 inline float texture2DShadowOffset (const gls::ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleCompareOffset(c.textures[0].sampler, ref, s, t, lod, offset); } 471 c.color = c.textures[0].tex2D->getLevel(lod).getPixel(x, y)*p.scale + p.bias;
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H A D | es3fFboTestUtil.cpp | 395 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D;
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H A D | es3fTextureUnitTests.cpp | 665 case GL_TEXTURE_2D: m_uniforms[4*unitNdx].sampler.tex2D->sample4(texSamples, coords2D); break;
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/external/deqp/modules/glshared/ |
H A D | glsShaderRenderCase.hpp | 88 TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler); 95 void setTexture (const glu::Texture2D* tex2D); 102 const glu::Texture2D* get2D (void) const { DE_ASSERT(getType() == TYPE_2D); return m_binding.tex2D; } 112 const glu::Texture2D* tex2D; member in union:deqp::gls::TextureBinding::__anon19604 134 const tcu::Texture2D* tex2D; member in struct:deqp::gls::ShaderEvalContext::ShaderSampler 140 : tex2D (DE_NULL)
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H A D | glsRandomShaderCase.hpp | 67 void bindTexture (int unit, const glu::Texture2D* tex2D);
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H A D | glsShaderRenderCase.cpp | 85 TextureBinding::TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler) argument 89 m_binding.tex2D = tex2D; 116 m_binding.tex2D = DE_NULL; 124 void TextureBinding::setTexture (const glu::Texture2D* tex2D) argument 127 m_binding.tex2D = tex2D; 299 case TextureBinding::TYPE_2D: textures[ndx].tex2D = &binding.get2D()->getRefTexture(); break; 332 if (textures[unitNdx].tex2D) 333 return textures[unitNdx].tex2D [all...] |
H A D | glsRandomShaderCase.cpp | 88 void TextureManager::bindTexture (int unit, const glu::Texture2D* tex2D) argument 90 m_tex2D[unit] = tex2D;
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/external/deqp/modules/gles2/functional/ |
H A D | es2fFboApiTest.cpp | 194 deUint32 tex2D = 1; local 195 context.bindTexture(GL_TEXTURE_2D, tex2D); 198 context.framebufferTexture2D(GL_FRAMEBUFFER, attachmentPoints[pointNdx], GL_TEXTURE_2D, tex2D, 0); 261 deUint32 tex2D = 1; local 262 context.bindTexture(GL_TEXTURE_2D, tex2D); 263 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0); 280 deUint32 tex2D = 1; local 281 context.bindTexture(GL_TEXTURE_2D, tex2D); 282 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, tex2D, 0); 286 context.deleteTextures(1, &tex2D); 432 deUint32 tex2D = 1; local 480 deUint32 tex2D = 1; local [all...] |
H A D | es2fNegativeBufferApiTests.cpp | 317 GLuint tex2D; 321 glGenTextures(1, &tex2D); 322 glBindTexture(GL_TEXTURE_2D, tex2D); 333 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, -1, tex2D, 0); 343 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 3); 355 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, tex2D, 0); 357 glDeleteTextures(1, &tex2D);
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H A D | es2fShaderTextureFunctionTests.cpp | 192 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); } 584 static const TextureSpec tex2D (TEXTURETYPE_2D, GL_RGBA, GL_UNSIGNED_BYTE, 256, 256, 1, samplerLinearNoMipmap); 594 CASE_SPEC(texture2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, tex2D, evalTexture2D), 595 // CASE_SPEC(texture2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, tex2D, evalTexture2DBias), 596 CASE_SPEC(texture2dproj_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, tex2D, evalTexture2DProj3), 597 CASE_SPEC(texture2dproj_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, tex2D, evalTexture2DProj), 599 // CASE_SPEC(texture2dproj_vec3_bias, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, tex2D, evalTexture2DProj3Bias), 600 // CASE_SPEC(texture2dproj_vec4_bias, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), true, -2.0f, 2.0f, tex2D, evalTexture2DProjBias), 601 CASE_SPEC(texture2dprojlod_vec3, FUNCTION_TEXTUREPROJLOD3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, -1.0f, 9.0f, tex2D, evalTexture2DProjLod3), 602 CASE_SPEC(texture2dprojlod_vec4, FUNCTION_TEXTUREPROJLOD, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, -1.0f, 9.0f, tex2D, evalTexture2DProjLo [all...] |
H A D | es2fFboRenderTest.cpp | 165 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, this->m_uniforms[0].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod)); 228 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, this->m_uniforms[0].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod) * 0.5f 229 + this->m_uniforms[1].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod) * 0.5f);
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H A D | es2fTextureUnitTests.cpp | 500 m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords);
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H A D | es2fTextureSpecificationTests.cpp | 224 m_uniforms[0].sampler.tex2D->sample4(colors, texCoords);
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/external/deqp/modules/gles31/functional/ |
H A D | es31fNegativeBufferApiTests.cpp | 1003 GLuint tex2D = 0x1234; local 1010 ctx.glGenTextures(1, &tex2D); 1011 ctx.glBindTexture(GL_TEXTURE_2D, tex2D); 1024 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, -1, tex2D, 0); 1030 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, -1); 1033 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, maxSize); 1046 ctx.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, tex2D, 0); 1048 ctx.glDeleteTextures(1, &tex2D); 1256 deUint32 tex2D; local 1261 ctx.glGenTextures (1, &tex2D); [all...] |
H A D | es31fFboTestUtil.cpp | 238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D;
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H A D | es31fGeometryShaderTests.cpp | 1285 const tcu::Vec4 texColor = m_sampler.sampler.tex2D->sample(texCoord.x(), texCoord.y(), 0.0f);
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/external/deqp/framework/opengl/simplereference/ |
H A D | sglrShaderProgram.hpp | 211 const rc::Texture2D* tex2D; member in union:sglr::UniformSlot::__anon18962
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H A D | sglrReferenceContext.hpp | 797 void setTex2DBinding (int unit, rc::Texture2D* tex2D);
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H A D | sglrReferenceContext.cpp | 2165 const Texture2D* tex2D = static_cast<const Texture2D*>(texture); 2167 if (tex2D->hasLevel(attachment.level)) 2168 level = tex2D->getLevel(attachment.level); 4464 m_currentProgram->m_program->m_uniforms[uniformNdx].sampler.tex2D = tex; 4467 m_currentProgram->m_program->m_uniforms[uniformNdx].sampler.tex2D = &m_emptyTex2D;
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/external/chromium_org/third_party/WebKit/Source/core/html/canvas/ |
H A D | WebGLRenderingContextBase.cpp | 4425 WebGLTexture* tex2D; local 4432 tex2D = m_blackTexture2D.get(); 4435 tex2D = m_textureUnits[ii].m_texture2DBinding.get(); 4439 webContext()->bindTexture(GL_TEXTURE_2D, objectOrZero(tex2D));
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