Searched defs:textureCube (Results 1 - 2 of 2) sorted by relevance
/external/deqp/modules/gles2/functional/ |
H A D | es2fShaderTextureFunctionTests.cpp | 193 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); } function in namespace:deqp::gles2::Functional 197 static void evalTextureCube (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; } 200 static void evalTextureCubeBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; } 208 static void evalTextureCubeLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; } 435 const char* baseFuncName = m_textureSpec.type == TEXTURETYPE_2D ? "texture2D" : "textureCube";
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/external/deqp/modules/gles3/functional/ |
H A D | es3fShaderTextureFunctionTests.cpp | 343 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); } function in namespace:deqp::gles3::Functional 360 static void evalTextureCube (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; } 365 static void evalTextureCubeBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; } 377 static void evalTextureCubeLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; } 438 static void evalTextureCubeGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGradCube(c))*p.scale + p.bias; }
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