Searched refs:texture3D (Results 1 - 3 of 3) sorted by relevance

/external/deqp/external/openglcts/modules/gles31/
H A Des31cLayoutBindingTests.cpp645 glu::Texture3D* texture3D = new glu::Texture3D(getContext().getRenderContext(), GL_RGBA8, 2, 2, 1); local
647 texture3D->getRefTexture().allocLevel(0);
648 tcu::clear(texture3D->getRefTexture().getLevel(0), m_expectedColor);
649 texture3D->upload();
656 m_textures3D[0] = texture3D;
/external/deqp/modules/gles3/functional/
H A Des3fShaderTextureFunctionTests.cpp282 inline Vec4 texture3D (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); } function in namespace:deqp::gles3::Functional
299 static void evalTexture3D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
304 static void evalTexture3DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
310 static void evalTexture3DProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod)*p.scale + p.bias; }
311 static void evalTexture3DProjBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
316 static void evalTexture3DLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
320 static void evalTexture3DProjLod (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), c.in[1].x())*p.scale + p.bias; }
377 static void evalTexture3DGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad3D(c))*p.scale + p.bias; }
395 static void evalTexture3DProjGrad (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), computeLodFromGrad3D(c))*p.scale + p.bias; }
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
H A DvktShaderRenderTextureFunctionTests.cpp401 inline Vec4 texture3D (const ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); } function in namespace:vkt::sr::__anon4524
428 static void evalTexture3D (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
436 static void evalTexture3DBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
445 static void evalTexture3DProj (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod)*p.scale + p.bias; }
446 static void evalTexture3DProjBias (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), p.lod+c.in[1].x())*p.scale + p.bias; }
455 static void evalTexture3DLod (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), c.in[1].x())*p.scale + p.bias; }
462 static void evalTexture3DProjLod (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), c.in[1].x())*p.scale + p.bias; }
553 static void evalTexture3DGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), computeLodFromGrad3D(c))*p.scale + p.bias; }
582 static void evalTexture3DProjGrad (ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture3D(c, c.in[0].x()/c.in[0].w(), c.in[0].y()/c.in[0].w(), c.in[0].z()/c.in[0].w(), computeLodFromGrad3D(c))*p.scale + p.bias; }
932 de::MovePtr<tcu::Texture3D> texture3D; local
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