Lines Matching defs:texture
180 " fragColor = texture(uni_sampler, texCoord);\n"
419 /* filter out invalid texture buffer formats according to ARB_texture_buffer_object */
590 /** Create set of token strings fit to texture verifying shader
592 * @param target Target for which texture is binded
935 * @param target Target for which texture is binded
943 // As shaders do not support some texture formats it is necessary to exclude them.
953 /** Allocating sparse texture memory using texStorage* function
956 * @param target Target for which texture is binded
958 * @param texture Texture object
964 GLuint& texture, GLint levels)
968 prepareTexture(gl, target, format, texture);
996 /** Allocating texture memory using texStorage* function
999 * @param target Target for which texture is binded
1001 * @param texture Texture object
1006 bool SparseTexture2CommitmentTestCase::allocateTexture(const Functions& gl, GLint target, GLint format, GLuint& texture,
1011 prepareTexture(gl, target, format, texture);
1037 /** Writing data to generated texture
1040 * @param target Target for which texture is binded
1042 * @param texture Texture object
1047 GLuint& texture, GLint level)
1080 // For multisample texture use compute shader to store image data
1087 // Adjust shader source to texture format
1111 gl.bindImageTexture(0 /* unit */, texture, level /* level */, depth > 1 /* layered */, 0 /* layer */,
1135 /** Verify if data stored in texture is as expected
1138 * @param target Target for which texture is binded
1140 * @param texture Texture object
1146 GLuint& texture, GLint level)
1247 // For multisample texture use compute shader to verify image data
1261 // Create verifying texture
1285 // Adjust shader source to texture format
1315 texture,
1382 "Verifies if access to uncommitted regions of sparse texture works as expected")
1412 GLuint texture;
1430 sparseAllocateTexture(gl, target, format, texture, 3);
1433 if (commitTexturePage(gl, target, format, texture, l))
1435 writeDataToTexture(gl, target, format, texture, l);
1436 result = result && UncommittedReads(gl, target, format, texture, l);
1437 result = result && UncommittedAtomicOperations(gl, target, format, texture, l);
1444 Texture::Delete(gl, texture);
1461 * @param target Target for which texture is binded
1480 * @param target Target for which texture is binded
1499 * @param target Target for which texture is binded
1514 /** Verify reads from uncommitted texture regions works as expected
1517 * @param target Target for which texture is binded
1519 * @param texture Texture object
1525 GLuint& texture, GLint level)
1533 result = result && verifyTextureDataExtended(gl, target, format, texture, level, false);
1540 result = result && verifyTextureDataExtended(gl, target, format, texture, level, true);
1573 Texture::Bind(gl, texture, target);
1578 result = result && verifyTextureDataExtended(gl, target, format, texture, level, false);
1584 /** Verify atomic operations on uncommitted texture pixels works as expected
1587 * @param target Target for which texture is binded
1589 * @param texture Texture object
1595 GLuint& texture, GLint level)
1602 result = result && verifyAtomicOperations(gl, target, format, texture, level);
1608 /** Verify depth and stencil tests on uncommitted texture pixels works as expected
1611 * @param target Target for which texture is binded
1613 * @param texture Texture object
1619 GLuint& texture, GLint level)
1661 Texture::Bind(gl, texture, target);
1728 /** Verify if data stored in texture in uncommitted regions is as expected
1731 * @param target Target for which texture is binded
1733 * @param texture Texture object
1735 * @param shaderOnly Shader texture filling flag, default false
1740 GLuint& texture, GLint level, bool shaderOnly)
1762 // Verify texture using API glGetTexImage* (Skip multisample textures as it can not be verified using API)
1804 // Verify texture using API glGetTexImage* (Only cube map as it has to be verified for subtargets)
1864 // Verify texture using shader imageLoad function
1867 // Create verifying texture
1888 // Expected value in this case is 255 because shader fills output texture with 255 if in texture is filled with zeros
1908 // Adjust shader source to texture format
1938 texture,
1989 /** Verify if atomic operations on uncommitted regions returns zeros and has no effect on texture
1992 * @param target Target for which texture is binded
1994 * @param texture Texture object
2000 GLuint& texture, GLint level)
2020 // Create verifying texture
2060 // Adjust shader source to texture format
2090 texture,
2142 /** Verify if stencil test on uncommitted texture region works as expected texture
2187 /** Verify if depth test on uncommitted texture region works as expected texture
2231 /** Verify if depth bounds test on uncommitted texture region works as expected texture
2281 "Verifies if sparse texture lookup functions for GLSL works as expected")
2418 GLuint texture;
2442 mLog << "Testing sparse texture lookup functions for target: " << target << ", format: " << format
2445 sparseAllocateTexture(gl, target, format, texture, 3);
2447 setupDepthMode(gl, target, texture);
2451 if (commitTexturePage(gl, target, format, texture, l))
2453 writeDataToTexture(gl, target, format, texture, l);
2454 result = result && verifyLookupTextureData(gl, target, format, texture, l, funcToken);
2461 Texture::Delete(gl, texture);
2479 * @param target Target for which texture is binded
2519 // Set tokens for depth texture format
2672 * @param target Target for which texture is binded
2681 // As shaders do not support some texture formats it is necessary to exclude them.
2698 * @param target Target for which texture is binded
2742 /** Writing data to generated texture using compute shader
2745 * @param target Target for which texture is binded
2747 * @param texture Texture object
2751 bool SparseTexture2LookupTestCase::writeDataToTexture(const Functions& gl, GLint target, GLint format, GLuint& texture,
2781 // Adjust shader source to texture format
2809 gl.bindImageTexture(0 /* unit */, texture, level /* level */, depth > 1 /* layered */, 0 /* layer */,
2831 /** Setup depth compare mode and compare function for depth texture
2834 * @param target Target for which texture is binded
2835 * @param texture Texture object
2837 void SparseTexture2LookupTestCase::setupDepthMode(const Functions& gl, GLint target, GLuint& texture)
2839 Texture::Bind(gl, texture, target);
2846 /** Verify if data stored in texture is as expected
2849 * @param target Target for which texture is binded
2851 * @param texture Texture object
2858 GLuint& texture, GLint level, FunctionToken& funcToken)
2896 // Create verifying texture
2920 // Adjust shader source to texture format
2981 gl.bindTexture(target, texture);
2989 texture,