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Searched refs:sampler2D (Results 1 – 25 of 41) sorted by relevance

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/external/mesa3d/src/glsl/builtins/profiles/
D100.frag2 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
3 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
4 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
D100.vert2 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
3 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
4 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
D140.frag7 vec4 texture( sampler2D sampler, vec2 P, float bias);
41 vec4 textureProj( sampler2D sampler, vec3 P, float bias);
44 vec4 textureProj( sampler2D sampler, vec4 P, float bias);
60 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
89 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias);
92 vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset, float bias);
110 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
111 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
112 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
D130.frag8 vec4 texture( sampler2D sampler, vec2 P, float bias);
42 vec4 textureProj( sampler2D sampler, vec3 P, float bias);
45 vec4 textureProj( sampler2D sampler, vec4 P, float bias);
61 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset, float bias);
90 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset, float bias);
93 vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset, float bias);
111 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
112 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
113 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
D120.vert9 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
10 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
11 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
D110.vert13 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
14 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
15 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
DARB_shader_texture_lod.frag8 vec4 texture2DLod (sampler2D sampler, vec2 coord, float lod);
9 vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod);
10 vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod);
D120.frag9 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
10 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
11 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
D110.frag10 vec4 texture2D (sampler2D sampler, vec2 coord, float bias);
11 vec4 texture2DProj (sampler2D sampler, vec3 coord, float bias);
12 vec4 texture2DProj (sampler2D sampler, vec4 coord, float bias);
DARB_shader_texture_lod.glsl9 vec4 texture2DGradARB (sampler2D sampler,
11 vec4 texture2DProjGradARB (sampler2D sampler,
13 vec4 texture2DProjGradARB (sampler2D sampler,
D130.glsl476 ivec2 textureSize( sampler2D sampler, int lod);
507 vec4 texture( sampler2D sampler, vec2 P);
542 vec4 textureProj( sampler2D sampler, vec3 P);
545 vec4 textureProj( sampler2D sampler, vec4 P);
561 vec4 textureLod( sampler2D sampler, vec2 P, float lod);
591 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset);
617 vec4 texelFetch( sampler2D sampler, ivec2 P, int lod);
638 vec4 texelFetchOffset( sampler2D sampler, ivec2 P, int lod, ivec2 offset);
662 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset);
665 vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset);
[all …]
D140.glsl480 ivec2 textureSize( sampler2D sampler, int lod);
520 vec4 texture( sampler2D sampler, vec2 P);
561 vec4 textureProj( sampler2D sampler, vec3 P);
564 vec4 textureProj( sampler2D sampler, vec4 P);
589 vec4 textureLod( sampler2D sampler, vec2 P, float lod);
619 vec4 textureOffset( sampler2D sampler, vec2 P, ivec2 offset);
651 vec4 texelFetch( sampler2D sampler, ivec2 P, int lod);
680 vec4 texelFetchOffset( sampler2D sampler, ivec2 P, int lod, ivec2 offset);
708 vec4 textureProjOffset( sampler2D sampler, vec3 P, ivec2 offset);
711 vec4 textureProjOffset( sampler2D sampler, vec4 P, ivec2 offset);
[all …]
/external/swiftshader/third_party/PowerVR_SDK/Examples/Advanced/ChameleonMan/OGLES2/
DSkinnedFragShader.fsh1 uniform sampler2D sTexture;
2 uniform sampler2D sNormalMap;
DDefaultFragShader.fsh1 uniform sampler2D sTexture;
/external/deqp/data/gles2/shaders/
Dinvalid_texture_functions.test8 uniform lowp sampler2D s;
60 uniform sampler2D s;
/external/autotest/client/deps/glbench/src/
Dyuv2rgb_3.glslf37 uniform sampler2D ySampler;
38 uniform sampler2D uSampler;
39 uniform sampler2D vSampler;
Dyuv2rgb_4.glslf37 uniform sampler2D ySampler;
38 uniform sampler2D uvSampler; /* GL_LUMINANCE_ALPHA */
Dyuv2rgb_2.glslf38 uniform sampler2D textureSampler;
39 uniform sampler2D paritySampler;
/external/swiftshader/src/OpenGL/compiler/
DInitialize.cpp232 TType *sampler2D = new TType(EbtSampler2D); in InsertBuiltInFunctions() local
239 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2D", sampler2D, float2); in InsertBuiltInFunctions()
240 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float3); in InsertBuiltInFunctions()
241 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float4); in InsertBuiltInFunctions()
257 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2D", sampler2D, float2, float1); in InsertBuiltInFunctions()
258 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float3, float1); in InsertBuiltInFunctions()
259 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProj", sampler2D, float4, float1); in InsertBuiltInFunctions()
272 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DLod", sampler2D, float2, float1); in InsertBuiltInFunctions()
273 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProjLod", sampler2D, float3, float1); in InsertBuiltInFunctions()
274 symbolTable.insertBuiltIn(ESSL1_BUILTINS, float4, "texture2DProjLod", sampler2D, float4, float1); in InsertBuiltInFunctions()
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/DisplacementMap/OGLES2/
DFragShader.fsh1 uniform sampler2D sTexture;
DVertShader.vsh12 uniform sampler2D sDisMap;
/external/swiftshader/third_party/PowerVR_SDK/Examples/Intermediate/ColourGrading/OGLES3/
DBackgroundFragShader.fsh3 uniform sampler2D sTexture;
DSceneFragShader.fsh1 uniform sampler2D sTexture;
DFragShader.fsh3 uniform sampler2D sTexture;
/external/skia/src/sksl/
DREADME49 * Use texture() instead of textureProj(), e.g. texture(sampler2D, vec3) is
50 equivalent to GLSL's textureProj(sampler2D, vec3)

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