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Searched refs:tex3D (Results 1 – 12 of 12) sorted by relevance

/external/deqp/modules/glshared/
DglsShaderRenderCase.hpp91 TextureBinding (const glu::Texture3D* tex3D, const tcu::Sampler& sampler);
98 void setTexture (const glu::Texture3D* tex3D);
105 …::Texture3D* get3D (void) const { DE_ASSERT(getType() == TYPE_3D); return m_binding.tex3D; } in get3D()
115 const glu::Texture3D* tex3D; member
137 const tcu::Texture3D* tex3D; member
143 , tex3D (DE_NULL) in ShaderSampler()
DglsShaderRenderCase.cpp106 TextureBinding::TextureBinding (const glu::Texture3D* tex3D, const tcu::Sampler& sampler) in TextureBinding() argument
110 m_binding.tex3D = tex3D; in TextureBinding()
142 void TextureBinding::setTexture (const glu::Texture3D* tex3D) in setTexture() argument
145 m_binding.tex3D = tex3D; in setTexture()
302 case TextureBinding::TYPE_3D: textures[ndx].tex3D = &binding.get3D()->getRefTexture(); break; in ShaderEvalContext()
/external/jmonkeyengine/engine/src/test/jme3test/texture/
Dtex3D.j3md8 VertexShader GLSL100: jme3test/texture/tex3D.vert
9 FragmentShader GLSL100: jme3test/texture/tex3D.frag
/external/jmonkeyengine/engine/src/blender/Common/MatDefs/Texture3D/
Dtex3D.j3md8 VertexShader GLSL100: jme3test/texture/tex3D.vert
9 FragmentShader GLSL100: jme3test/texture/tex3D.frag
/external/deqp/modules/gles3/functional/
Des3fNegativeBufferApiTests.cpp1233 deUint32 tex3D; in init()
1238 glGenTextures (1, &tex3D); in init()
1243 glBindTexture (GL_TEXTURE_3D, tex3D); in init()
1253 glFramebufferTextureLayer (-1, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in init()
1255 glFramebufferTextureLayer (GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in init()
1260 glFramebufferTextureLayer (GL_FRAMEBUFFER, -1, tex3D, 0, 1); in init()
1262 glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_BACK, tex3D, 0, 1); in init()
1274 glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, -1); in init()
1281 glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, max3DTexSize); in init()
1294 glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in init()
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Des3fShaderTextureFunctionTests.cpp324 float w = (float)c.textures[0].tex3D->getWidth(); in computeLodFromGrad3D()
325 float h = (float)c.textures[0].tex3D->getHeight(); in computeLodFromGrad3D()
326 float d = (float)c.textures[0].tex3D->getDepth(); in computeLodFromGrad3D()
345 …lContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures… in texture3D()
353 …loat s, float t, float r, float lod, IVec3 offset) { return c.textures[0].tex3D->sampleOffset(c.te… in texture3DOffset()
489 c.color = c.textures[0].tex3D->getLevel(lod).getPixel(x, y, z)*p.scale + p.bias; in evalTexelFetch3D()
Des3fFboTestUtil.cpp751 const sglr::rc::Texture3D* tex = m_uniforms[0].sampler.tex3D; in shadeFragments()
/external/deqp/modules/gles31/functional/
Des31fNegativeBufferApiTests.cpp1261 deUint32 tex3D; in framebuffer_texture_layer() local
1266 ctx.glGenTextures (1, &tex3D); in framebuffer_texture_layer()
1271 ctx.glBindTexture (GL_TEXTURE_3D, tex3D); in framebuffer_texture_layer()
1281 ctx.glFramebufferTextureLayer (-1, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in framebuffer_texture_layer()
1283 ctx.glFramebufferTextureLayer (GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in framebuffer_texture_layer()
1288 ctx.glFramebufferTextureLayer (GL_FRAMEBUFFER, -1, tex3D, 0, 1); in framebuffer_texture_layer()
1290 ctx.glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_BACK, tex3D, 0, 1); in framebuffer_texture_layer()
1302 ctx.glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, -1); in framebuffer_texture_layer()
1309 ctx.glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, max3DTexSize); in framebuffer_texture_layer()
1322 ctx.glFramebufferTextureLayer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex3D, 0, 1); in framebuffer_texture_layer()
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/external/deqp/framework/opengl/simplereference/
DsglrShaderProgram.hpp214 const rc::Texture3D* tex3D; member
DsglrReferenceContext.hpp805 void setTex3DBinding (int unit, rc::Texture3D* tex3D);
DsglrReferenceContext.cpp2214 const Texture3D* tex3D = static_cast<const Texture3D*>(texture); in checkFramebufferStatus() local
2216 if (tex3D->hasLevel(attachment.level)) in checkFramebufferStatus()
2217 level = tex3D->getLevel(attachment.level); // \note Slice doesn't matter here. in checkFramebufferStatus()
4501 m_currentProgram->m_program->m_uniforms[uniformNdx].sampler.tex3D = tex; in drawWithReference()
4504 m_currentProgram->m_program->m_uniforms[uniformNdx].sampler.tex3D = &m_emptyTex3D; in drawWithReference()
/external/jmonkeyengine/
DNOTICE354 ==> engine/src/blender/Common/MatDefs/Texture3D/tex3D.frag <==
355 ==> engine/src/blender/Common/MatDefs/Texture3D/tex3D.j3md <==
356 ==> engine/src/blender/Common/MatDefs/Texture3D/tex3D.vert <==
24732 ==> engine/src/test/jme3test/texture/tex3D.frag <==
24733 ==> engine/src/test/jme3test/texture/tex3D.j3md <==
24736 ==> engine/src/test/jme3test/texture/tex3D.vert <==