Searched refs:tex2D (Results 1 - 23 of 23) sorted by relevance

/external/deqp/modules/gles3/functional/
H A Des3fFboApiTests.cpp170 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 Des3fNegativeBufferApiTests.cpp984 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 Des3fShaderTextureFunctionTests.cpp310 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;
H A Des3fFboTestUtil.cpp395 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D;
H A Des3fTextureUnitTests.cpp665 case GL_TEXTURE_2D: m_uniforms[4*unitNdx].sampler.tex2D->sample4(texSamples, coords2D); break;
/external/deqp/modules/glshared/
H A DglsShaderRenderCase.hpp88 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::__anon20406
134 const tcu::Texture2D* tex2D; member in struct:deqp::gls::ShaderEvalContext::ShaderSampler
140 : tex2D (DE_NULL)
H A DglsRandomShaderCase.hpp67 void bindTexture (int unit, const glu::Texture2D* tex2D);
H A DglsShaderRenderCase.cpp85 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 DglsRandomShaderCase.cpp88 void TextureManager::bindTexture (int unit, const glu::Texture2D* tex2D) argument
90 m_tex2D[unit] = tex2D;
/external/deqp/modules/gles2/functional/
H A Des2fFboApiTest.cpp194 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 Des2fNegativeBufferApiTests.cpp317 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);
H A Des2fShaderTextureFunctionTests.cpp192 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 Des2fFboRenderTest.cpp165 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);
H A Des2fTextureUnitTests.cpp500 m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords);
H A Des2fTextureSpecificationTests.cpp224 m_uniforms[0].sampler.tex2D->sample4(colors, texCoords);
/external/chromium_org/third_party/angle/tests/angle_tests/
H A DTextureTest.cpp60 uniform sampler2D tex2D;
66 gl_FragColor = texture2D(tex2D, texcoord);
141 GLint tex2DUniformLocation = glGetUniformLocation(mCubeProgram, "tex2D");
/external/deqp/modules/gles31/functional/
H A Des31fNegativeBufferApiTests.cpp1003 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 Des31fFboTestUtil.cpp238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D;
H A Des31fGeometryShaderTests.cpp1285 const tcu::Vec4 texColor = m_sampler.sampler.tex2D->sample(texCoord.x(), texCoord.y(), 0.0f);
/external/deqp/framework/opengl/simplereference/
H A DsglrShaderProgram.hpp211 const rc::Texture2D* tex2D; member in union:sglr::UniformSlot::__anon19764
H A DsglrReferenceContext.hpp797 void setTex2DBinding (int unit, rc::Texture2D* tex2D);
H A DsglrReferenceContext.cpp2165 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;
/external/chromium_org/third_party/WebKit/Source/core/html/canvas/
H A DWebGLRenderingContextBase.cpp4476 WebGLTexture* tex2D; local
4483 tex2D = m_blackTexture2D.get();
4486 tex2D = m_textureUnits[ii].m_texture2DBinding.get();
4490 webContext()->bindTexture(GL_TEXTURE_2D, objectOrZero(tex2D));

Completed in 4402 milliseconds