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    Searched refs:tex2DArray (Results 1 - 10 of 10) sorted by null

  /external/deqp/modules/glshared/
glsShaderRenderCase.hpp 90 TextureBinding (const glu::Texture2DArray* tex2DArray, const tcu::Sampler& sampler);
97 void setTexture (const glu::Texture2DArray* tex2DArray);
104 const glu::Texture2DArray* get2DArray (void) const { DE_ASSERT(getType() == TYPE_2D_ARRAY); return m_binding.tex2DArray;}
114 const glu::Texture2DArray* tex2DArray;
136 const tcu::Texture2DArray* tex2DArray;
142 , tex2DArray(DE_NULL)
glsShaderRenderCase.cpp 99 TextureBinding::TextureBinding (const glu::Texture2DArray* tex2DArray, const tcu::Sampler& sampler)
103 m_binding.tex2DArray = tex2DArray;
136 void TextureBinding::setTexture (const glu::Texture2DArray* tex2DArray)
139 m_binding.tex2DArray = tex2DArray;
301 case TextureBinding::TYPE_2D_ARRAY: textures[ndx].tex2DArray = &binding.get2DArray()->getRefTexture(); break;
  /external/deqp/framework/opengl/simplereference/
sglrShaderProgram.hpp 213 const rc::Texture2DArray* tex2DArray;
sglrReferenceContext.hpp 799 void setTex2DArrayBinding (int unit, rc::Texture2DArray* tex2DArray);
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sglrReferenceContext.cpp     [all...]
  /external/deqp/modules/gles3/functional/
es3fNegativeBufferApiTests.cpp     [all...]
es3fShaderTextureFunctionTests.cpp 317 float w = (float)c.textures[0].tex2DArray->getWidth();
318 float h = (float)c.textures[0].tex2DArray->getHeight();
344 inline Vec4 texture2DArray (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sample(c.textures[0].sampler, s, t, r, lod); }
349 inline float texture2DArrayShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sampleCompare(c.textures[0].sampler, ref, s, t, r, lod); }
352 inline Vec4 texture2DArrayOffset (const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec2 offset) { return c.textures[0].tex2DArray->sampleOffset(c.textures[0].sampler, s, t, r, lod, offset); }
356 inline float texture2DArrayShadowOffset (const gls::ShaderEvalContext& c, float ref, float s, float t, float r, float lod, IVec2 offset) { return c.textures[0].tex2DArray->sampleCompareOffset(c.textures[0].sampler, ref, s, t, r, lod, offset); }
480 c.color = c.textures[0].tex2DArray->getLevel(lod).getPixel(x, y, l)*p.scale + p.bias;
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es3fFboTestUtil.cpp 643 const sglr::rc::Texture2DArray* tex = m_uniforms[0].sampler.tex2DArray;
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es3fTextureUnitTests.cpp 667 case GL_TEXTURE_2D_ARRAY: m_uniforms[4*unitNdx].sampler.tex2DArray->sample4(texSamples, coords3D); break;
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  /external/deqp/modules/gles31/functional/
es31fNegativeBufferApiTests.cpp     [all...]

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