Lines Matching defs:depth
92 static inline int maxLevelCount (int width, int height, int depth)
94 return (int)deLog2Floor32(de::max(width, de::max(height, depth)))+1;
132 // When sampling depth-stencil texture, we actually sample just
133 // the depth component.
198 sglr::ReferenceContextBuffers refBuffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), 0 /* depth */, 0 /* stencil */, width, height);
534 Texture3DSpecCase (Context& context, const char* name, const char* desc, const tcu::TextureFormat& format, int width, int height, int depth, int numLevels);
548 Texture3DSpecCase::Texture3DSpecCase (Context& context, const char* name, const char* desc, const tcu::TextureFormat& format, int width, int height, int depth, int numLevels)
554 , m_depth (depth)
593 for (int depth = 0; depth < levelD; depth++)
598 shader.setDepth(((float)depth + 0.5f) / (float)levelD);
613 string sliceStr = de::toString(depth);
617 (levelNdx == 0 && depth == 0) ? tcu::COMPARE_LOG_RESULT : tcu::COMPARE_LOG_ON_ERROR);
789 BasicTexImage3DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int depth)
790 : Texture3DSpecCase (context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, maxLevelCount(width, height, depth))
1127 int depth,
1134 : Texture3DSpecCase (context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
1431 BasicTexSubImage3DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int depth)
1432 : Texture3DSpecCase (context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, maxLevelCount(width, height, depth))
1770 int depth,
1783 : Texture3DSpecCase (context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
2248 BasicTexStorage3DCase (Context& context, const char* name, const char* desc, deUint32 internalFormat, int width, int height, int depth, int numLevels)
2249 : Texture3DSpecCase (context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, numLevels)
2447 int depth,
2455 : Texture2DArraySpecCase (context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
2529 int depth,
2537 : Texture3DSpecCase (context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
2801 int depth,
2815 : Texture2DArraySpecCase (context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
2912 int depth,
2926 : Texture3DSpecCase (context, name, desc, glu::mapGLInternalFormat(internalFormat), width, height, depth, 1)
3013 // TexImage2D() depth case.
3059 // TexImage3D() depth case.
3106 // TexSubImage2D() depth case.
3175 // TexSubImage3D() depth case.
3247 // TexImage2D() depth case with pbo.
3307 // TexImage3D() depth case with pbo.
3461 // Depth and stencil formats
3658 // glTexImage2D() depth cases.
3660 tcu::TestCaseGroup* shadow2dGroup = new tcu::TestCaseGroup(m_testCtx, "teximage2d_depth", "glTexImage2D() with depth or depth/stencil format");
3672 // glTexImage2D() depth cases with pbo.
3674 depth or depth/stencil format with pbo");
3908 // glTexSubImage2D() depth cases.
3910 tcu::TestCaseGroup* shadow2dGroup = new tcu::TestCaseGroup(m_testCtx, "texsubimage2d_depth", "glTexSubImage2D() with depth or depth/stencil format");
3989 int depth;
4019 cases[ndx].depth,
4040 int depth;
4076 parameterCases[ndx].depth,
4088 parameterCases[ndx].depth,
4100 // glTexImage3D() depth cases.
4102 tcu::TestCaseGroup* shadow3dGroup = new tcu::TestCaseGroup(m_testCtx, "teximage3d_depth", "glTexImage3D() with depth or depth/stencil format");
4115 // glTexImage3D() depth cases with pbo.
4117 tcu::TestCaseGroup* shadow3dGroup = new tcu::TestCaseGroup(m_testCtx, "teximage3d_depth_pbo", "glTexImage3D() with depth or depth/stencil format with pbo");
4157 int depth;
4193 cases[ndx].depth,
4219 int depth;
4249 10, // Depth
4267 10, // Depth
4289 paramCases[ndx].depth,
4307 paramCases[ndx].depth,
4324 // glTexSubImage3D() depth cases.
4326 tcu::TestCaseGroup* shadow3dGroup = new tcu::TestCaseGroup(m_testCtx, "texsubimage3d_depth", "glTexSubImage3D() with depth or depth/stencil format");
4363 // Depth / stencil formats.
4463 // Depth/stencil formats (only 2D texture array is supported).
4498 int depth;
4533 int depth = tex3DSizes[ndx].depth;
4535 string name = string("3d_") + de::toString(width) + "x" + de::toString(height) + "x" + de::toString(depth) + "_" + de::toString(levels) + "_levels";
4537 sizeGroup->addChild(new BasicTexStorage3DCase(m_context, name.c_str(), "", format, width, height, depth, levels));