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Searched
refs:texture3D
(Results
1 - 4
of
4
) sorted by null
/external/deqp/external/openglcts/modules/gles2/
es2cTexture3DTests.cpp
116
void uploadTexture3D(const glu::
Texture3D
& texture) const;
239
void Texture3DBase::uploadTexture3D(const glu::
Texture3D
& texture) const
241
// note: this function is modified version of glu::
Texture3D
::upload()
246
const tcu::
Texture3D
& referenceTexture = texture.getRefTexture();
313
specializationMap["LOOKUP"] = "
texture3D
";
485
const glu::
Texture3D
* texture;
493
FilterCase(const glu::
Texture3D
* tex_, const tcu::Vec3& lod_, const tcu::Vec3& offset_)
505
glu::
Texture3D
* m_gradientTex;
506
glu::
Texture3D
* m_gridTex;
544
m_gradientTex = new glu::
Texture3D
(m_context.getRenderContext(), internalFormat, width, height, depth)
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/external/deqp/external/openglcts/modules/gles31/
es31cLayoutBindingTests.cpp
60
typedef std::map<int, glu::
Texture3D
*> Texture3DMap;
645
glu::
Texture3D
*
texture3D
= new glu::
Texture3D
(getContext().getRenderContext(), GL_RGBA8, 2, 2, 1);
647
texture3D
->getRefTexture().allocLevel(0);
648
tcu::clear(
texture3D
->getRefTexture().getLevel(0), m_expectedColor);
649
texture3D
->upload();
656
m_textures3D[0] =
texture3D
;
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/external/deqp/modules/gles3/functional/
es3fShaderTextureFunctionTests.cpp
282
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); }
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; }
466
glu::
Texture3D
* m_texture3D
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
vktShaderRenderTextureFunctionTests.cpp
413
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); }
440
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; }
448
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; }
457
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; }
458
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; }
467
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; }
474
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; }
481
static void evalTexture3DBiasClamp (ShaderEvalContext& c, const TexLookupParams& p) { c.color =
texture3D
(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), de::max(p.lod+c.in[1].x(), p.lodClamp))*p.scale + p.bias; }
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