Searched refs:outputTexture (Results 1 – 5 of 5) sorted by relevance
/external/deqp/external/openglcts/modules/common/ |
D | glcShaderGroupVoteTests.cpp | 97 const glu::Texture outputTexture(context.getRenderContext()); in execute() local 107 gl.bindTexture(GL_TEXTURE_2D, *outputTexture); in execute() 114 gl.bindImageTexture(2, *outputTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8); in execute() 156 gl.bindTexture(GL_TEXTURE_2D, *outputTexture); in execute()
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/external/deqp/external/openglcts/modules/gl/ |
D | gl4cShaderAtomicCounterOpsTests.cpp | 286 const glu::Texture outputTexture(context.getRenderContext()); in executeComputeShader() local 291 gl.bindTexture(GL_TEXTURE_2D, *outputTexture); in executeComputeShader() 298 gl.bindImageTexture(2, *outputTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F); in executeComputeShader() 338 gl.bindTexture(GL_TEXTURE_2D, *outputTexture); in executeComputeShader()
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D | gl4cShaderBallotTests.cpp | 228 const glu::Texture outputTexture(context.getRenderContext()); in executeComputeShader() local 233 gl.bindTexture(GL_TEXTURE_2D, *outputTexture); in executeComputeShader() 240 gl.bindImageTexture(1, *outputTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32UI); in executeComputeShader() 281 gl.bindTexture(GL_TEXTURE_2D, *outputTexture); in executeComputeShader()
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/external/deqp/modules/gles31/functional/ |
D | es31fBasicComputeShaderTests.cpp | 1142 const Texture outputTexture (m_context.getRenderContext()); in iterate() local 1184 gl.bindTexture(GL_TEXTURE_2D, *outputTexture); in iterate() 1191 gl.bindImageTexture(1, *outputTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32UI); in iterate() 1204 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *outputTexture, 0); in iterate() 1277 const Texture outputTexture (m_context.getRenderContext()); in iterate() local 1318 gl.bindTexture(GL_TEXTURE_2D, *outputTexture); in iterate() 1325 gl.bindImageTexture(1, *outputTexture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32UI); in iterate() 1338 gl.framebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *outputTexture, 0); in iterate()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | TextureStorage11.cpp | 1247 TextureHelper11 *outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture; in ensureTextureExists() local 1251 if (!outputTexture->valid() && mTextureWidth > 0 && mTextureHeight > 0) in ensureTextureExists() 1269 outputTexture)); in ensureTextureExists() 1273 outputTexture->setDebugName("TexStorage2D.Level0Texture"); in ensureTextureExists() 1277 outputTexture->setDebugName("TexStorage2D.Texture"); in ensureTextureExists() 2369 TextureHelper11 *outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture; in ensureTextureExists() local 2373 if (!outputTexture->valid() && mTextureWidth > 0 && mTextureHeight > 0) in ensureTextureExists() 2391 outputTexture)); in ensureTextureExists() 2392 outputTexture->setDebugName("TexStorageCube.Texture"); in ensureTextureExists()
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