/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/ |
H A D | RenderTarget11.cpp | 53 ID3D11Texture3D *texture3D = d3d11::DynamicCastComObject<ID3D11Texture3D>(resource); in GetTextureProperties() local
|
/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/ |
H A D | CopyTexImageTest.cpp | 900 void CopyTexImageTestES3::verifyCopyTexSubImage3D(GLTexture &texture3D, in verifyCopyTexSubImage3D() argument 926 GLTexture texture3D; in TEST_P() local 958 GLTexture texture3D; in TEST_P() local 1008 GLTexture texture3D; TEST_P() local [all...] |
H A D | RobustResourceInitTest.cpp | 719 GLTexture texture3D; in TEST_P() local
|
H A D | ImageTest.cpp | 1383 GLTexture texture3D; in TEST_P() local 1433 GLTexture texture3D; in TEST_P() local
|
/third_party/skia/third_party/externals/dawn/src/tests/unittests/validation/ |
H A D | CopyCommandsValidationTests.cpp | 2047 wgpu::Texture texture3D = in TEST_F() local 2062 wgpu::Texture texture3D = in TEST_F() local
|
/third_party/vk-gl-cts/external/openglcts/modules/gles31/ |
H A D | es31cLayoutBindingTests.cpp | 644 glu::Texture3D* texture3D = new glu::Texture3D(getContext().getRenderContext(), GL_RGBA8, 2, 2, 1); in init() local
|
/third_party/vk-gl-cts/modules/gles3/functional/ |
H A D | es3fShaderTextureFunctionTests.cpp | 282 inline Vec4 texture3D (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); } in texture3D() function
|
/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/shaderrender/ |
H A D | vktShaderRenderTextureFunctionTests.cpp | 418 inline Vec4 texture3D (const ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); } in texture3D() function 1022 de::MovePtr<tcu::Texture3D> texture3D; initTexture() local [all...] |
/third_party/vk-gl-cts/external/vulkancts/modules_no_buildgn/vulkan/shaderrender/ |
H A D | vktShaderRenderTextureFunctionTests.cpp | 415 inline Vec4 texture3D (const ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); } in texture3D() function 1019 de::MovePtr<tcu::Texture3D> texture3D; initTexture() local [all...] |