Lines Matching refs:data
148 * @param data <data> parameter
151 void Utils::buffer::update(glw::GLsizeiptr size, glw::GLvoid* data, glw::GLenum usage)
158 gl.bufferData(m_target, size, data, usage);
836 /* we can get away just handling one type of data, as long as the components are the same size */
889 * @param format Format of data
890 * @param type Type of data
891 * @param data Buffer with image
894 glw::GLenum type, glw::GLvoid* data)
904 gl.texSubImage2D(GL_TEXTURE_2D, level, 0 /* x */, 0 /* y */, width, height, format, type, data);
910 type, data);
973 std::vector<T> data;
974 data.resize(max_viewports * 2 /* near + far */);
978 data[i * 2] = (T)0.0;
979 data[i * 2 + 1] = (T)1.0;
982 depthFunc.depthRangeArray(0, max_viewports - 1, &data[0]);
985 depthFunc.depthRangeArray(max_viewports, 1, &data[0]);
988 depthFunc.depthRangeArray(1, max_viewports - 1, &data[0]);
991 depthFunc.depthRangeArray(1, max_viewports, &data[0]);
1014 T data[4];
1016 depthFunc.getDepthi_v(GL_DEPTH_RANGE, max_viewports - 1, data);
1019 depthFunc.getDepthi_v(GL_DEPTH_RANGE, max_viewports, data);
1079 std::vector<GLfloat> data;
1080 data.resize(max_viewports * 4 /* x + y + w + h */);
1084 data[i * 4 + 0] = 0.0f;
1085 data[i * 4 + 1] = 0.0f;
1086 data[i * 4 + 2] = 1.0f;
1087 data[i * 4 + 3] = 1.0f;
1090 gl.viewportArrayv(0, max_viewports - 1, &data[0]);
1093 gl.viewportArrayv(max_viewports, 1, &data[0]);
1096 gl.viewportArrayv(1, max_viewports - 1, &data[0]);
1099 gl.viewportArrayv(1, max_viewports, &data[0]);
1108 GLfloat data[4 /* x + y + w + h */];
1110 data[0] = 0.0f;
1111 data[1] = 0.0f;
1112 data[2] = 1.0f;
1113 data[3] = 1.0f;
1127 gl.viewportIndexedfv(0 /* index */, data);
1130 gl.viewportIndexedfv(max_viewports - 1 /* index */, data);
1133 gl.viewportIndexedfv(max_viewports /* index */, data);
1136 gl.viewportIndexedfv(max_viewports + 1 /* index */, data);
1153 std::vector<GLfloat> data;
1154 data.resize(max_viewports * 4 /* x + y + w + h */);
1158 data[j * 4 + 0] = 0.0f;
1159 data[j * 4 + 1] = 0.0f;
1160 data[j * 4 + 2] = 1.0f;
1161 data[j * 4 + 3] = 1.0f;
1165 data[i * 4 + 2] = -1.0f;
1167 gl.viewportArrayv(0, max_viewports, &data[0]);
1173 gl.viewportIndexedfv(i /* index */, &data[i * 4]);
1177 data[i * 4 + 2] = 1.0f;
1178 data[i * 4 + 3] = -1.0f;
1180 gl.viewportArrayv(0, max_viewports, &data[0]);
1186 gl.viewportIndexedfv(i /* index */, &data[i * 4]);
1196 std::vector<GLint> data;
1197 data.resize(max_viewports * 4 /* x + y + w + h */);
1201 data[i * 4 + 0] = 0;
1202 data[i * 4 + 1] = 0;
1203 data[i * 4 + 2] = 1;
1204 data[i * 4 + 3] = 1;
1207 gl.scissorArrayv(0, max_viewports - 1, &data[0]);
1210 gl.scissorArrayv(max_viewports, 1, &data[0]);
1213 gl.scissorArrayv(1, max_viewports - 1, &data[0]);
1216 gl.scissorArrayv(1, max_viewports, &data[0]);
1225 GLint data[4 /* x + y + w + h */];
1227 data[0] = 0;
1228 data[1] = 0;
1229 data[2] = 1;
1230 data[3] = 1;
1244 gl.scissorIndexedv(0 /* index */, data);
1247 gl.scissorIndexedv(max_viewports - 1 /* index */, data);
1250 gl.scissorIndexedv(max_viewports /* index */, data);
1253 gl.scissorIndexedv(max_viewports + 1 /* index */, data);
1270 std::vector<GLint> data;
1271 data.resize(max_viewports * 4 /* x + y + w + h */);
1275 data[j * 4 + 0] = 0;
1276 data[j * 4 + 1] = 0;
1277 data[j * 4 + 2] = 1;
1278 data[j * 4 + 3] = 1;
1282 data[i * 4 + 2] = -1;
1284 gl.scissorArrayv(0, max_viewports, &data[0]);
1290 gl.scissorIndexedv(i /* index */, &data[i * 4]);
1294 data[i * 4 + 2] = 1;
1295 data[i * 4 + 3] = -1;
1297 gl.scissorArrayv(0, max_viewports, &data[0]);
1303 gl.scissorIndexedv(i /* index */, &data[i * 4]);
1338 GLint data[4];
1340 gl.getIntegeri_v(GL_SCISSOR_BOX, max_viewports - 1, data);
1343 gl.getIntegeri_v(GL_SCISSOR_BOX, max_viewports, data);
1352 GLfloat data[4];
1354 gl.getFloati_v(GL_VIEWPORT, max_viewports - 1, data);
1357 gl.getFloati_v(GL_VIEWPORT, max_viewports, data);
1426 std::vector<T> data;
1427 data.resize(max_viewports * 2 /* near + far */);
1431 depthFunc.getDepthi_v(GL_DEPTH_RANGE, i, &data[i * 2]);
1437 GLint near = (GLint)data[2 * i + 0];
1438 GLint far = (GLint)data[2 * i + 1];
1507 std::vector<GLfloat> data;
1508 data.resize(max_viewports * 4 /* x + y + w+ h */);
1512 gl.getFloati_v(GL_VIEWPORT, i, &data[i * 4]);
1518 GLint viewport_width = (GLint)data[4 * i + 2];
1519 GLint viewport_height = (GLint)data[4 * i + 3];
1569 std::vector<GLint> data;
1570 data.resize(max_viewports * 4 /* x + y + w+ h */);
1574 gl.getIntegeri_v(GL_SCISSOR_BOX, i, &data[i * 4]);
1580 GLint scissor_width = data[4 * i + 2];
1581 GLint scissor_height = data[4 * i + 3];
1871 /** Compare two sets of viewport data (simple vector comparison)
1897 * @param data Memory buffer prepared for captured data
2075 /** Compare two sets of scissor box data (simple vector comparison)
2101 * @param data Memory buffer prepared for captured data
2268 /** Compare two sets of depth range data (simple vector comparison)
2294 * @param data Memory buffer prepared for captured data
2457 /** Compare two sets of depth range data (simple vector comparison)
2483 * @param data Memory buffer prepared for captured data
2808 * @param data Texture data (not region, but whole texture)
2812 bool DrawTestBase::checkRegionR32I(GLuint x, GLuint y, GLint expected_value, GLint* data)
2817 return checkRegionR32I(x, y, width, height, expected_value, data);
2828 * @param data Texture data (not region, but whole texture)
2832 bool DrawTestBase::checkRegionR32I(GLuint x, GLuint y, GLuint width, GLuint height, GLint expected_value, GLint* data)
2846 const GLint value = data[texel_offset];
2966 GLint data[size];
2970 data[i] = -1;
2974 texture.update(m_width, m_height, 0 /* depth */, GL_RED_INTEGER, GL_INT, data);
2985 std::vector<GLint> data;
2986 data.resize(size);
2990 data[i] = -1;
2994 texture.update(m_width, m_height, m_r32ix4_depth, GL_RED_INTEGER, GL_INT, &data[0]);
3005 std::vector<GLint> data;
3006 data.resize(size);
3010 data[i] = -1;
3014 texture.update(m_width, m_height, m_depth, GL_RED_INTEGER, GL_INT, &data[0]);
3024 GLfloat data[size];
3028 data[i] = -1.0f;
3032 texture.update(m_r32f_width, m_r32f_height, 0 /* depth */, GL_RED, GL_FLOAT, data);
3042 GLfloat data[size];
3046 data[i] = -1.0f;
3050 texture.update(m_width, m_height, 0 /* depth */, GL_DEPTH_COMPONENT, GL_FLOAT, data);
3135 GLint data[16 * 4 /* 4x4 * (x + y + w + h) */];
3144 data[index * 4 + 0] = x * width;
3145 data[index * 4 + 1] = y * height;
3148 data[index * 4 + 2] = width;
3149 data[index * 4 + 3] = height;
3153 data[index * 4 + 2] = 0;
3154 data[index * 4 + 3] = 0;
3164 gl.scissorArrayv(0 /* first */, 16 /*count */, data);
3170 const GLint x = data[i * 4 + 0];
3171 const GLint y = data[i * 4 + 1];
3172 const GLint w = data[i * 4 + 2];
3173 const GLint h = data[i * 4 + 3];
3182 gl.scissorIndexedv(i, &data[i * 4]);
3200 GLfloat data[16 * 4 /* 4x4 * (x + y + w + h) */];
3209 data[index * 4 + 0] = (GLfloat)((GLfloat)x * width);
3210 data[index * 4 + 1] = (GLfloat)((GLfloat)y * height);
3211 data[index * 4 + 2] = width;
3212 data[index * 4 + 3] = height;
3221 gl.viewportArrayv(0 /* first */, 16 /*count */, data);
3227 const GLfloat x = data[i * 4 + 0];
3228 const GLfloat y = data[i * 4 + 1];
3229 const GLfloat w = data[i * 4 + 2];
3230 const GLfloat h = data[i * 4 + 3];
3239 gl.viewportIndexedfv(i, &data[i * 4]);
3258 GLfloat data[4 * 4 /* 4x4 * (x + y + w + h) */];
3267 data[index * 4 + 0] = (GLfloat)((GLfloat)x * width);
3268 data[index * 4 + 1] = (GLfloat)((GLfloat)y * height);
3269 data[index * 4 + 2] = width;
3270 data[index * 4 + 3] = height;
3276 gl.viewportArrayv(0 /* first */, 4 /*count */, data);
3617 "Test verifies subroutines can be used to output data to specific viewport")
3809 GLfloat data[2 * 4] = { 0.0f, 0.0f, 64.0f, 128.0f, 64.0f, 0.0f, 64.0f, 128.0f };
3818 gl.viewportArrayv(4, 2, data);
3825 gl.viewportIndexedf(4, data[0], data[1], data[2], data[3]);
3828 gl.viewportIndexedf(5, data[4], data[5], data[6], data[7]);
3835 gl.viewportIndexedfv(4, &data[0]);
3838 gl.viewportIndexedfv(5, &data[4]);