/external/deqp/modules/glshared/ |
D | glsShaderRenderCase.hpp | 91 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()
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D | glsShaderRenderCase.cpp | 106 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()
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/external/jmonkeyengine/engine/src/test/jme3test/texture/ |
D | tex3D.j3md | 8 VertexShader GLSL100: jme3test/texture/tex3D.vert 9 FragmentShader GLSL100: jme3test/texture/tex3D.frag
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/external/jmonkeyengine/engine/src/blender/Common/MatDefs/Texture3D/ |
D | tex3D.j3md | 8 VertexShader GLSL100: jme3test/texture/tex3D.vert 9 FragmentShader GLSL100: jme3test/texture/tex3D.frag
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/external/deqp/modules/gles3/functional/ |
D | es3fNegativeBufferApiTests.cpp | 1233 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() [all …]
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D | es3fShaderTextureFunctionTests.cpp | 324 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()
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D | es3fFboTestUtil.cpp | 751 const sglr::rc::Texture3D* tex = m_uniforms[0].sampler.tex3D; in shadeFragments()
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/external/deqp/modules/gles31/functional/ |
D | es31fNegativeBufferApiTests.cpp | 1261 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() [all …]
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/external/deqp/framework/opengl/simplereference/ |
D | sglrShaderProgram.hpp | 214 const rc::Texture3D* tex3D; member
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D | sglrReferenceContext.hpp | 805 void setTex3DBinding (int unit, rc::Texture3D* tex3D);
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D | sglrReferenceContext.cpp | 2214 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()
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/external/jmonkeyengine/ |
D | NOTICE | 354 ==> 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 <==
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