Lines Matching defs:depth
336 glw::GLuint width, glw::GLuint height, glw::GLuint depth, bool allow_error = false);
345 glw::GLenum internal_format, glw::GLuint width, glw::GLuint height, glw::GLuint depth,
357 glw::GLuint width, glw::GLuint height, glw::GLuint depth, glw::GLenum format, glw::GLenum type,
361 glw::GLuint width, glw::GLuint height, glw::GLuint depth, bool allow_error);
364 glw::GLint z, glw::GLsizei width, glw::GLsizei height, glw::GLsizei depth, glw::GLenum format,
1007 * @param depth Depth of texture
1010 glw::GLuint width, glw::GLuint height, glw::GLuint depth, bool allow_error)
1018 Storage(gl, target, levels, internal_format, width, height, depth, allow_error);
1056 * @param depth Depth of texture
1061 glw::GLenum internal_format, glw::GLuint width, glw::GLuint height, glw::GLuint depth,
1093 gl.compressedTexImage3D(target, level, internal_format, width, height, depth, 0 /* border */, image_size, data);
1159 * @param depth Depth of texture
1165 glw::GLuint width, glw::GLuint height, glw::GLuint depth, glw::GLenum format, glw::GLenum type,
1197 gl.texImage3D(target, level, internal_format, width, height, depth, 0 /* border */, format, type, data);
1213 * @param depth Depth of texture
1216 glw::GLuint width, glw::GLuint height, glw::GLuint depth, bool allow_error)
1245 gl.texStorage3DMultisample(target, levels, internal_format, width, height, depth, GL_FALSE);
1254 gl.texStorage3D(target, levels, internal_format, width, height, depth);
1275 * @param depth Depth of texture
1281 glw::GLint z, glw::GLsizei width, glw::GLsizei height, glw::GLsizei depth, glw::GLenum format,
1308 gl.texSubImage3D(target, level, x, y, z, width, height, depth, format, type, pixels);
1830 static const GLuint depth = 8;
1866 texture[0].InitStorage(m_context, GL_TEXTURE_2D, 1 /* levels */, GL_RGBA8, width, height, depth);
1867 texture[1].InitStorage(m_context, GL_TEXTURE_2D_ARRAY, 1 /* levels */, GL_RGBA8, width, height, depth);
1868 texture[2].InitStorage(m_context, GL_TEXTURE_1D_ARRAY, 1 /* levels */, GL_RGBA8, width, height, depth);
1869 texture[3].InitStorage(m_context, GL_TEXTURE_3D, 1 /* levels */, GL_RGBA8, width, height, depth);
2066 static const GLuint depth = 8;
2102 texture[0].InitStorage(m_context, GL_TEXTURE_2D, 1, GL_RGBA8, width, height, depth);
2103 texture[1].InitStorage(m_context, GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, width, height, depth);
2104 texture[2].InitStorage(m_context, GL_TEXTURE_1D_ARRAY, 1, GL_RGBA8, width, height, depth);
2105 texture[3].InitStorage(m_context, GL_TEXTURE_3D, 1, GL_RGBA8, width, height, depth);
2194 t_texture.InitStorage(m_context, GL_TEXTURE_2D, 1, GL_RGB9_E5, width, 0, depth, true);
2723 static const GLuint depth = 6;
2761 texture[i].InitStorage(m_context, target, 1, GL_RGBA8, width, height, depth);
2774 texture[i].InitStorage(m_context, GL_TEXTURE_2D, 1, GL_RGBA8, width, height, depth);
3044 static const GLuint depth = 6;
3087 texture[i].InitStorage(m_context, target, 1, GL_RGBA8, width, height, depth);
3100 texture[i].InitStorage(m_context, GL_TEXTURE_2D, 1, GL_RGBA8, width, height, depth);
3709 static const GLuint depth = 6;
3752 GLuint data[width * height * depth];
3754 for (GLuint j = 0; j < width * height * depth; ++j)
3770 texture[i].InitStorage(m_context, target, 1, GL_R32UI, width, height, depth);
3781 texture[i].InitStorage(m_context, target, 1, GL_R32UI, width, height, depth);
3783 Texture::SubImage(gl, target, 0 /* level */, 0 /* x */, 0 /* y */, 0 /* z */, width, height, depth,
3967 static const GLuint depth = 6;
4010 GLuint data[width * height * depth];
4012 for (GLuint j = 0; j < width * height * depth; ++j)
4028 texture[i].InitStorage(m_context, target, 1, GL_R32UI, width, height, depth);
4039 texture[i].InitStorage(m_context, target, 1, GL_R32UI, width, height, depth);
4041 Texture::SubImage(gl, target, 0 /* level */, 0 /* x */, 0 /* y */, 0 /* z */, width, height, depth,
4201 static const GLuint depth = 1;
4230 GLuint data[width * height * depth];
4259 texture[i].InitStorage(m_context, GL_TEXTURE_2D, 1, GL_R32UI, width, height, depth);
4261 Texture::SubImage(gl, GL_TEXTURE_2D, 0 /* level */, 0 /* x */, 0 /* y */, 0 /* z */, width, height, depth,
4513 texture.InitStorage(m_context, GL_TEXTURE_2D, 1 /* levels */, GL_RGBA8, width, height, 1 /* depth */);