Searched refs:texture2D (Results 1 - 25 of 26) sorted by relevance

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/external/chromium_org/third_party/angle/samples/angle/multi_texture/
H A DMultiTexture.cpp65 baseColor = texture2D(s_baseMap, v_texCoord);
66 lightColor = texture2D(s_lightMap, v_texCoord);
/external/chromium_org/third_party/angle/tests/angle_tests/
H A DTextureTest.cpp53 gl_FragColor = texture2D(tex, texcoord);
66 gl_FragColor = texture2D(tex2D, texcoord);
H A DCompressedTextureTest.cpp43 gl_FragColor = texture2D(tex, texcoord);
H A DIncompleteTextureTest.cpp43 gl_FragColor = texture2D(tex, texcoord);
H A DMaxTextureSizeTest.cpp41 gl_FragColor = texture2D(tex, texcoord);
H A DSwizzleTest.cpp73 gl_FragColor = texture2D(tex, texcoord);
H A DUnpackAlignmentTest.cpp42 gl_FragColor = texture2D(tex, vec2(0.0, 1.0));
/external/chromium_org/third_party/angle/samples/angle/simple_texture_2d/
H A DSimpleTexture2D.cpp49 gl_FragColor = texture2D(s_texture, v_texCoord);
/external/chromium_org/gpu/tools/compositor_model_bench/
H A Dshaders.cc182 float y_raw = texture2D(y_texture, y_texCoord).x;
183 float u_unsigned = texture2D(u_texture, uv_texCoord).x;
184 float v_unsigned = texture2D(v_texture, uv_texCoord).x;
199 vec4 texColor = texture2D(s_texture,
216 vec4 texColor = texture2D(s_texture, v_texCoord);
/external/deqp/modules/gles2/functional/
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); } function in namespace:deqp::gles2::Functional
196 static void evalTexture2D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod)*p.scale + p.bias; }
199 static void evalTexture2DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x())*p.scale + p.bias; }
202 static void evalTexture2DProj3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod)*p.scale + p.bias; }
203 static void evalTexture2DProj3Bias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
204 static void evalTexture2DProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod)*p.scale + p.bias; }
205 static void evalTexture2DProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
207 static void evalTexture2DLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), c.in[1].x())*p.scale + p.bias; }
210 static void evalTexture2DProjLod3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
211 static void evalTexture2DProjLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(
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H A Des2fShaderDiscardTests.cpp176 if (c.texture2D(0, c.coords.swizzle(0,1) * 0.25f + 0.5f).x() < 0.7f)
353 case DISCARDMODE_TEXTURE: params["DISCARD"] = "if (texture2D(ut_brick, v_coords.xy*0.25+0.5).x < 0.7) discard"; break;
H A Des2fShaderStructTests.cpp1784 << " ${DST} = vec4(texture2D(s.c, ${COORDS}.xy * s.b.xy + s.b.z).rgb, s.a);"
1794 c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
1816 << " ${DST} = vec4(texture2D(s.b.a, ${COORDS}.xy * s.b.b + s.a).rgb, s.c);"
1827 c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
1844 << " ${DST} = vec4(texture2D(s[1].c, ${COORDS}.xy * s[0].b.xy + s[1].b.z).rgb, s[0].a);"
1857 c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
/external/chromium_org/third_party/angle/samples/angle/mip_map_2d/
H A DMipMap2D.cpp51 gl_FragColor = texture2D(s_texture, v_texCoord);
/external/chromium_org/third_party/angle/samples/angle/texture_wrap/
H A DTextureWrap.cpp51 gl_FragColor = texture2D(s_texture, v_texCoord);
/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/d3d11/
H A DRenderTarget11.cpp34 ID3D11Texture2D *texture2D = d3d11::DynamicCastComObject<ID3D11Texture2D>(resource); local
35 if (texture2D)
38 texture2D->GetDesc(&texDesc);
39 SafeRelease(texture2D);
/external/chromium_org/third_party/angle/samples/angle/particle_system/
H A DParticleSystem.cpp71 texColor = texture2D(s_texture, gl_PointCoord);
/external/chromium_org/third_party/angle/samples/angle/simple_instancing/
H A DSimpleInstancing.cpp69 gl_FragColor = texture2D(s_texture, v_texCoord);
/external/chromium_org/third_party/angle/tests/perf_tests/
H A DTexSubImage.cpp83 gl_FragColor = texture2D(s_texture, v_texCoord);
/external/chromium_org/gpu/command_buffer/tests/
H A Dcompressed_texture_test.cc175 gl_FragColor = texture2D(u_texture, v_texcoord);
H A Dgl_depth_texture_unittest.cc85 gl_FragColor = texture2D(u_texture, texcoord);
/external/deqp/modules/gles3/functional/
H A Des3fShaderDiscardTests.cpp156 if (c.texture2D(0, c.coords.swizzle(0,1) * 0.25f + 0.5f).x() < 0.7f)
H A Des3fShaderStructTests.cpp1768 c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
1801 c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
1831 c.color.xyz() = c.texture2D(TEXTURE_BRICK, c.coords.swizzle(0,1) * 0.25f + 0.5f).swizzle(0,1,2);
H A Des3fShaderTextureFunctionTests.cpp342 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); } function in namespace:deqp::gles3::Functional
359 static void evalTexture2D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod)*p.scale + p.bias; }
364 static void evalTexture2DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x())*p.scale + p.bias; }
369 static void evalTexture2DProj3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod)*p.scale + p.bias; }
370 static void evalTexture2DProj3Bias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
371 static void evalTexture2DProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod)*p.scale + p.bias; }
372 static void evalTexture2DProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
376 static void evalTexture2DLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), c.in[1].x())*p.scale + p.bias; }
381 static void evalTexture2DProjLod3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
382 static void evalTexture2DProjLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(
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/external/deqp/modules/glshared/
H A DglsShaderRenderCase.hpp167 tcu::Vec4 texture2D (int unitNdx, const tcu::Vec2& coords);
/external/chromium_org/content/common/gpu/media/
H A Drendering_helper.cc260 " vec4 color = texture2D(tex, interp_tc);\n"
262 " color += texture2D(tex_external, interp_tc);\n"
271 gl_FragColor = texture2D(tex, interp_tc);

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