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    Searched refs:tex2D (Results 1 - 25 of 25) sorted by null

  /external/deqp/modules/glshared/
glsShaderRenderCase.hpp 88 TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler);
95 void setTexture (const glu::Texture2D* tex2D);
102 const glu::Texture2D* get2D (void) const { DE_ASSERT(getType() == TYPE_2D); return m_binding.tex2D; }
112 const glu::Texture2D* tex2D;
134 const tcu::Texture2D* tex2D;
140 : tex2D (DE_NULL)
glsRandomShaderCase.hpp 67 void bindTexture (int unit, const glu::Texture2D* tex2D);
glsShaderRenderCase.cpp 69 TextureBinding::TextureBinding (const glu::Texture2D* tex2D, const tcu::Sampler& sampler)
73 m_binding.tex2D = tex2D;
100 m_binding.tex2D = DE_NULL;
108 void TextureBinding::setTexture (const glu::Texture2D* tex2D)
111 m_binding.tex2D = tex2D;
283 case TextureBinding::TYPE_2D: textures[ndx].tex2D = &binding.get2D()->getRefTexture(); break;
316 if (textures[unitNdx].tex2D)
317 return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.0f)
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glsRandomShaderCase.cpp 92 void TextureManager::bindTexture (int unit, const glu::Texture2D* tex2D)
94 m_tex2D[unit] = tex2D;
  /external/deqp/modules/gles2/functional/
es2fFboApiTest.cpp 205 deUint32 tex2D = 1;
206 context.bindTexture(GL_TEXTURE_2D, tex2D);
209 context.framebufferTexture2D(GL_FRAMEBUFFER, attachmentPoints[pointNdx], GL_TEXTURE_2D, tex2D, 0);
272 deUint32 tex2D = 1;
273 context.bindTexture(GL_TEXTURE_2D, tex2D);
274 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0);
291 deUint32 tex2D = 1;
292 context.bindTexture(GL_TEXTURE_2D, tex2D);
293 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, tex2D, 0);
297 context.deleteTextures(1, &tex2D);
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es2fNegativeBufferApiTests.cpp 318 GLuint tex2D;
322 glGenTextures(1, &tex2D);
323 glBindTexture(GL_TEXTURE_2D, tex2D);
334 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, -1, tex2D, 0);
346 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 3);
359 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, tex2D, 0);
361 glDeleteTextures(1, &tex2D);
es2fShaderTextureFunctionTests.cpp 187 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); }
579 static const TextureSpec tex2D (TEXTURETYPE_2D, GL_RGBA, GL_UNSIGNED_BYTE, 256, 256, 1, samplerLinearNoMipmap);
589 CASE_SPEC(texture2d, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), false, 0.0f, 0.0f, tex2D, evalTexture2D),
590 // CASE_SPEC(texture2d_bias, FUNCTION_TEXTURE, Vec4(-0.2f, -0.4f, 0.0f, 0.0f), Vec4( 1.5f, 2.3f, 0.0f, 0.0f), true, -2.0f, 2.0f, tex2D, evalTexture2DBias),
591 CASE_SPEC(texture2dproj_vec3, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, 0.0f, 0.0f, tex2D, evalTexture2DProj3),
592 CASE_SPEC(texture2dproj_vec4, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, 0.0f, 0.0f, tex2D, evalTexture2DProj),
594 // CASE_SPEC(texture2dproj_vec3_bias, FUNCTION_TEXTUREPROJ3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), true, -2.0f, 2.0f, tex2D, evalTexture2DProj3Bias),
595 // CASE_SPEC(texture2dproj_vec4_bias, FUNCTION_TEXTUREPROJ, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), true, -2.0f, 2.0f, tex2D, evalTexture2DProjBias),
596 CASE_SPEC(texture2dprojlod_vec3, FUNCTION_TEXTUREPROJLOD3, Vec4(-0.3f, -0.6f, 1.5f, 0.0f), Vec4(2.25f, 3.45f, 1.5f, 0.0f), false, -1.0f, 9.0f, tex2D, evalTexture2DProjLod3),
597 CASE_SPEC(texture2dprojlod_vec4, FUNCTION_TEXTUREPROJLOD, Vec4(-0.3f, -0.6f, 0.0f, 1.5f), Vec4(2.25f, 3.45f, 0.0f, 1.5f), false, -1.0f, 9.0f, tex2D, evalTexture2DProjLod)
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es2fFboRenderTest.cpp 165 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, this->m_uniforms[0].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod));
228 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, this->m_uniforms[0].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod) * 0.5f
229 + this->m_uniforms[1].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod) * 0.5f);
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es2fTextureUnitTests.cpp 501 m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords);
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es2fTextureSpecificationTests.cpp 223 m_uniforms[0].sampler.tex2D->sample4(colors, texCoords);
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  /external/deqp/modules/gles3/functional/
es3fFboApiTests.cpp 181 deUint32 tex2D = 1;
182 context.bindTexture(GL_TEXTURE_2D, tex2D);
185 context.framebufferTexture2D(GL_FRAMEBUFFER, attachmentPoints[pointNdx], GL_TEXTURE_2D, tex2D, 0);
248 deUint32 tex2D = 1;
249 context.bindTexture(GL_TEXTURE_2D, tex2D);
250 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex2D, 0);
267 deUint32 tex2D = 1;
268 context.bindTexture(GL_TEXTURE_2D, tex2D);
269 context.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, tex2D, 0);
273 context.deleteTextures(1, &tex2D);
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es3fNegativeBufferApiTests.cpp     [all...]
es3fShaderTextureFunctionTests.cpp 247 float w = (float)c.textures[0].tex2D->getWidth();
248 float h = (float)c.textures[0].tex2D->getHeight();
279 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); }
284 inline float texture2DShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float lod) { return c.textures[0].tex2D->sampleCompare(c.textures[0].sampler, ref, s, t, lod); }
288 inline Vec4 texture2DOffset (const gls::ShaderEvalContext& c, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleOffset(c.textures[0].sampler, s, t, lod, offset); }
292 inline float texture2DShadowOffset (const gls::ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleCompareOffset(c.textures[0].sampler, ref, s, t, lod, offset); }
408 c.color = c.textures[0].tex2D->getLevel(lod).getPixel(x, y)*p.scale + p.bias;
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es3fFboTestUtil.cpp 395 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D;
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es3fTextureUnitTests.cpp 666 case GL_TEXTURE_2D: m_uniforms[4*unitNdx].sampler.tex2D->sample4(texSamples, coords2D); break;
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  /external/deqp/external/vulkancts/modules/vulkan/shaderrender/
vktShaderRender.hpp 118 TextureBinding (const tcu::Texture2D* tex2D, const tcu::Sampler& sampler);
131 const tcu::Texture2D& get2D (void) const { DE_ASSERT(getType() == TYPE_2D && m_binding.tex2D != NULL); return *m_binding.tex2D; }
154 const tcu::Texture2D* tex2D;
181 const tcu::Texture2D* tex2D;
190 , tex2D (DE_NULL)
vktShaderRender.cpp 290 case TYPE_2D: m_binding.tex2D = loadTexture2D(archive, filename).release(); break;
303 TextureBinding::TextureBinding (const tcu::Texture2D* tex2D, const tcu::Sampler& sampler)
307 m_binding.tex2D = tex2D;
350 case TYPE_2D: delete m_binding.tex2D; break;
401 case TextureBinding::TYPE_2D: textures[ndx].tex2D = &binding.get2D(); break;
436 if (textures[unitNdx].tex2D)
437 return textures[unitNdx].tex2D->sample(textures[unitNdx].sampler, texCoords.x(), texCoords.y(), 0.0f);
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vktShaderRenderTextureFunctionTests.cpp 333 float w = (float)c.textures[0].tex2D->getWidth();
334 float h = (float)c.textures[0].tex2D->getHeight();
365 inline Vec4 texture2D (const ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); }
370 inline float texture2DShadow (const ShaderEvalContext& c, float ref, float s, float t, float lod) { return c.textures[0].tex2D->sampleCompare(c.textures[0].sampler, ref, s, t, lod); }
374 inline Vec4 texture2DOffset (const ShaderEvalContext& c, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleOffset(c.textures[0].sampler, s, t, lod, offset); }
378 inline float texture2DShadowOffset (const ShaderEvalContext& c, float ref, float s, float t, float lod, IVec2 offset) { return c.textures[0].tex2D->sampleCompareOffset(c.textures[0].sampler, ref, s, t, lod, offset); }
494 c.color = c.textures[0].tex2D->getLevel(lod).getPixel(x, y)*p.scale + p.bias;
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  /external/deqp/modules/gles31/functional/
es31fNegativeBufferApiTests.cpp     [all...]
es31fFboTestUtil.cpp 238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D;
es31fGeometryShaderTests.cpp     [all...]
  /external/deqp/external/vulkancts/modules/vulkan/pipeline/
vktPipelineImageSamplingInstance.cpp     [all...]
  /external/deqp/framework/opengl/simplereference/
sglrShaderProgram.hpp 211 const rc::Texture2D* tex2D;
sglrReferenceContext.hpp 802 void setTex2DBinding (int unit, rc::Texture2D* tex2D);
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sglrReferenceContext.cpp     [all...]

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