/external/deqp/modules/glshared/ |
glsShaderRenderCase.hpp | 91 TextureBinding (const glu::Texture3D* tex3D, const tcu::Sampler& sampler); 98 void setTexture (const glu::Texture3D* tex3D); 105 const glu::Texture3D* get3D (void) const { DE_ASSERT(getType() == TYPE_3D); return m_binding.tex3D; } 115 const glu::Texture3D* tex3D; 137 const tcu::Texture3D* tex3D; 143 , tex3D (DE_NULL)
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glsShaderRenderCase.cpp | 90 TextureBinding::TextureBinding (const glu::Texture3D* tex3D, const tcu::Sampler& sampler) 94 m_binding.tex3D = tex3D; 126 void TextureBinding::setTexture (const glu::Texture3D* tex3D) 129 m_binding.tex3D = tex3D; 286 case TextureBinding::TYPE_3D: textures[ndx].tex3D = &binding.get3D()->getRefTexture(); break;
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/external/deqp/modules/gles3/functional/ |
es3fNegativeBufferApiTests.cpp | [all...] |
es3fShaderTextureFunctionTests.cpp | 261 float w = (float)c.textures[0].tex3D->getWidth(); 262 float h = (float)c.textures[0].tex3D->getHeight(); 263 float d = (float)c.textures[0].tex3D->getDepth(); 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); } 290 inline Vec4 texture3DOffset (const gls::ShaderEvalContext& c, float s, float t, float r, float lod, IVec3 offset) { return c.textures[0].tex3D->sampleOffset(c.textures[0].sampler, s, t, r, lod, offset); } 426 c.color = c.textures[0].tex3D->getLevel(lod).getPixel(x, y, z)*p.scale + p.bias; [all...] |
es3fFboTestUtil.cpp | 751 const sglr::rc::Texture3D* tex = m_uniforms[0].sampler.tex3D; [all...] |
es3fTextureUnitTests.cpp | 668 case GL_TEXTURE_3D: m_uniforms[4*unitNdx].sampler.tex3D->sample4(texSamples, coords3D); break; [all...] |
/external/deqp/modules/gles31/functional/ |
es31fNegativeBufferApiTests.cpp | [all...] |
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
vktShaderRender.hpp | 123 const tcu::Texture3D* tex3D; 129 , tex3D (DE_NULL)
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/external/deqp/framework/opengl/simplereference/ |
sglrShaderProgram.hpp | 214 const rc::Texture3D* tex3D;
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sglrReferenceContext.hpp | 805 void setTex3DBinding (int unit, rc::Texture3D* tex3D); [all...] |
sglrReferenceContext.cpp | [all...] |