Lines Matching defs:create

64 // Helper function used to create texture data
185 // create function was implemented for convinience. Specializations of this
187 // attributes which were moved to create fn implementation. This aproach
188 // also simplyfies texture creation in the test as create takes just a single
191 ResultData create(const Functions& gl)
198 ResultData create<GL_TEXTURE_2D, GL_RGBA8>(const Functions& gl)
204 ResultData create<GL_TEXTURE_3D, GL_RGBA8>(const Functions& gl)
210 ResultData create<GL_TEXTURE_CUBE_MAP, GL_RGBA8>(const Functions& gl)
216 ResultData create<GL_TEXTURE_CUBE_MAP, GL_DEPTH_COMPONENT16>(const Functions& gl)
222 ResultData create<GL_TEXTURE_2D, GL_DEPTH_COMPONENT16>(const Functions& gl)
228 ResultData create<GL_TEXTURE_2D_ARRAY, GL_RGBA8>(const Functions& gl)
234 ResultData create<GL_TEXTURE_2D_ARRAY, GL_DEPTH_COMPONENT16>(const Functions& gl)
240 ResultData create<GL_TEXTURE_2D, GL_RGBA32I>(const Functions& gl)
246 ResultData create<GL_TEXTURE_3D, GL_RGBA32I>(const Functions& gl)
252 ResultData create<GL_TEXTURE_CUBE_MAP, GL_RGBA32I>(const Functions& gl)
258 ResultData create<GL_TEXTURE_2D_ARRAY, GL_RGBA32I>(const Functions& gl)
264 ResultData create<GL_TEXTURE_2D, GL_RGBA32UI>(const Functions& gl)
270 ResultData create<GL_TEXTURE_3D, GL_RGBA32UI>(const Functions& gl)
276 ResultData create<GL_TEXTURE_CUBE_MAP, GL_RGBA32UI>(const Functions& gl)
282 ResultData create<GL_TEXTURE_2D_ARRAY, GL_RGBA32UI>(const Functions& gl)
288 ResultData create<GL_TEXTURE_1D, GL_RGBA8>(const Functions& gl)
294 ResultData create<GL_TEXTURE_1D, GL_DEPTH_COMPONENT16>(const Functions& gl)
300 ResultData create<GL_TEXTURE_1D_ARRAY, GL_RGBA8>(const Functions& gl)
306 ResultData create<GL_TEXTURE_1D_ARRAY, GL_DEPTH_COMPONENT16>(const Functions& gl)
313 ResultData create<GL_TEXTURE_BUFFER, GL_RGBA32F>(const Functions& gl)
319 ResultData create<GL_TEXTURE_BUFFER, GL_RGBA32I>(const Functions& gl)
325 ResultData create<GL_TEXTURE_BUFFER, GL_RGBA32UI>(const Functions& gl)
335 CreateFnPtr create; // pointer to function that will create texture
361 : deqp::TestCase(context, data.name, ""), m_createFn(data.create)
605 { &create<GL_TEXTURE_2D, GL_RGBA8>, "sampler_2d", "sampler2D", "texture(sampler, coords)", 0 },
606 { &create<GL_TEXTURE_3D, GL_RGBA8>, "sampler_3d", "sampler3D", "texture(sampler, vec3(coords, 0.0))", 0 },
607 { &create<GL_TEXTURE_CUBE_MAP, GL_RGBA8>, "sampler_cube", "samplerCube", "texture(sampler, vec3(coords, 0.0))", 0 },
608 { &create<GL_TEXTURE_CUBE_MAP, GL_DEPTH_COMPONENT16>, "sampler_cube_shadow", "samplerCubeShadow", "vec4(texture(sampler, vec4(coords, 0.0, 0.0)), 0.0, 0.0, 0.0)", 0 },
609 { &create<GL_TEXTURE_2D, GL_DEPTH_COMPONENT16>, "sampler_2d_shadow", "sampler2DShadow", "vec4(texture(sampler, vec3(coords, 0.0)), 0.0, 0.0, 0.0)", 0 },
610 { &create<GL_TEXTURE_2D_ARRAY, GL_RGBA8>, "sampler_2d_array", "sampler2DArray", "texture(sampler, vec3(coords, 0.0))", 0 },
611 { &create<GL_TEXTURE_2D_ARRAY, GL_DEPTH_COMPONENT16>, "sampler_2d_array_shadow", "sampler2DArrayShadow", "vec4(texture(sampler, vec4(coords, 0.0, 0.0)), 0.0, 0.0, 0.0)", 0 },
612 { &create<GL_TEXTURE_2D, GL_RGBA32I>, "isampler_2d", "isampler2D", "vec4(texture(sampler, coords))/255.0", 0 },
613 { &create<GL_TEXTURE_3D, GL_RGBA32I>, "isampler_3d", "isampler3D", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 },
614 { &create<GL_TEXTURE_CUBE_MAP, GL_RGBA32I>, "isampler_cube", "isamplerCube", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 },
615 { &create<GL_TEXTURE_2D_ARRAY, GL_RGBA32I>, "isampler_2d_array", "isampler2DArray", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 },
616 { &create<GL_TEXTURE_2D, GL_RGBA32UI>, "usampler_2d", "usampler2D", "vec4(texture(sampler, coords))/255.0", 0 },
617 { &create<GL_TEXTURE_3D, GL_RGBA32UI>, "usampler_3d", "usampler3D", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 },
618 { &create<GL_TEXTURE_CUBE_MAP, GL_RGBA32UI>, "usampler_cube", "usamplerCube", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 },
619 { &create<GL_TEXTURE_2D_ARRAY, GL_RGBA32UI>, "usampler_2d_array", "usampler2DArray", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 },
621 { &create<GL_TEXTURE_2D, GL_RGBA8>, "image_2d", "image2D", "imageLoad(image, ivec2(0, 0))", 1 },
622 { &create<GL_TEXTURE_2D, GL_RGBA32I>, "iimage_2d", "iimage2D", "vec4(imageLoad(image, ivec2(0, 0)))/255.0", 1 },
623 { &create<GL_TEXTURE_2D, GL_RGBA32UI>, "uimage_2d", "uimage2D", "vec4(imageLoad(image, ivec2(0, 0)))/255.0", 1 },
624 { &create<GL_TEXTURE_3D, GL_RGBA8>, "image_3d", "image3D", "imageLoad(image, ivec3(0, 0, 0))", 1 },
625 { &create<GL_TEXTURE_3D, GL_RGBA32I>, "iimage_3d", "iimage3D", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 },
626 { &create<GL_TEXTURE_3D, GL_RGBA32UI>, "uimage_3d", "uimage3D", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 },
627 { &create<GL_TEXTURE_CUBE_MAP, GL_RGBA8>, "image_cube", "imageCube", "imageLoad(image, ivec3(0, 0, 0))", 1 },
628 { &create<GL_TEXTURE_CUBE_MAP, GL_RGBA32I>, "iimage_cube", "iimageCube", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 },
629 { &create<GL_TEXTURE_CUBE_MAP, GL_RGBA32UI>, "uimage_cube", "uimageCube", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 },
630 { &create<GL_TEXTURE_2D_ARRAY, GL_RGBA8>, "image_2d_array", "image2DArray", "imageLoad(image, ivec3(0, 0, 0))", 1 },
631 { &create<GL_TEXTURE_2D_ARRAY, GL_RGBA32I>, "iimage_2d_array", "iimage2DArray", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 },
632 { &create<GL_TEXTURE_2D_ARRAY, GL_RGBA32UI>, "uimage_2d_array", "uimage2DArray", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 },
638 { &create<GL_TEXTURE_BUFFER, GL_RGBA32F>, "sampler_buffer", "samplerBuffer", "texelFetch(sampler, 1)", 0 },
639 { &create<GL_TEXTURE_BUFFER, GL_RGBA32I>, "isampler_buffer", "isamplerBuffer", "vec4(texelFetch(sampler, 1))/255.0", 0 },
640 { &create<GL_TEXTURE_BUFFER, GL_RGBA32UI>, "usampler_buffer", "usamplerBuffer", "vec4(texelFetch(sampler, 1))/255.0", 0 },
641 { &create<GL_TEXTURE_1D, GL_RGBA8>, "sampler_1d", "sampler1D", "texture(sampler, coords.x)", 0 },
642 { &create<GL_TEXTURE_1D, GL_DEPTH_COMPONENT16>, "sampler_1d_shadow", "sampler1DShadow", "vec4(texture(sampler, vec3(coords, 0.0)), 0.0, 0.0, 0.0)", 0 },
643 { &create<GL_TEXTURE_1D_ARRAY, GL_RGBA8>, "sampler_1d_array", "sampler1DArray", "texture(sampler, coords, 0.0)", 0 },
644 { &create<GL_TEXTURE_1D_ARRAY, GL_DEPTH_COMPONENT16>, "sampler_1d_array_shadow", "sampler1DArrayShadow", "vec4(texture(sampler, vec3(coords, 0.0)), 0.0, 0.0, 0.0)", 0 },