/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)
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glsShaderRenderCase.cpp | 83 TextureBinding::TextureBinding (const glu::Texture2DArray* tex2DArray, const tcu::Sampler& sampler) 87 m_binding.tex2DArray = tex2DArray; 120 void TextureBinding::setTexture (const glu::Texture2DArray* tex2DArray) 123 m_binding.tex2DArray = tex2DArray; 285 case TextureBinding::TYPE_2D_ARRAY: textures[ndx].tex2DArray = &binding.get2DArray()->getRefTexture(); break;
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
vktShaderRender.hpp | 122 const tcu::Texture2DArray* tex2DArray; 128 , tex2DArray(DE_NULL)
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/external/deqp/framework/opengl/simplereference/ |
sglrShaderProgram.hpp | 213 const rc::Texture2DArray* tex2DArray;
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sglrReferenceContext.hpp | 804 void setTex2DArrayBinding (int unit, rc::Texture2DArray* tex2DArray); [all...] |
sglrReferenceContext.cpp | [all...] |
/external/deqp/modules/gles3/functional/ |
es3fNegativeBufferApiTests.cpp | [all...] |
es3fShaderTextureFunctionTests.cpp | 254 float w = (float)c.textures[0].tex2DArray->getWidth(); 255 float h = (float)c.textures[0].tex2DArray->getHeight(); 281 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); } 286 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); } 289 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); } 293 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); } 417 c.color = c.textures[0].tex2DArray->getLevel(lod).getPixel(x, y, l)*p.scale + p.bias; [all...] |
es3fFboTestUtil.cpp | 643 const sglr::rc::Texture2DArray* tex = m_uniforms[0].sampler.tex2DArray; [all...] |
es3fTextureUnitTests.cpp | 667 case GL_TEXTURE_2D_ARRAY: m_uniforms[4*unitNdx].sampler.tex2DArray->sample4(texSamples, coords3D); break; [all...] |
/external/deqp/modules/gles31/functional/ |
es31fNegativeBufferApiTests.cpp | [all...] |