Lines Matching refs:textureNdx

501 	float						calculateLod			(const Vec2& texScale, const Vec2& dstSize, int textureNdx) const;
502 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
503 void renderCell (int textureNdx, float lod, const Grid& grid) const;
504 …void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, co…
642 float Vertex2DTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx)… in calculateLod()
644 const tcu::Texture2D& refTexture = m_textures[textureNdx]->getRefTexture(); in calculateLod()
690 int textureNdx; in iterate() member
693 …Render (const Rect& r, int tN, const Vec2& tS, const Vec2& tO) : region(r), textureNdx(tN), texCoo… in iterate()
705 …t float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx); in iterate()
707 …onst Grid grid (GRID_SIZE_2D, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]), in iterate()
711 renderCell (rend.textureNdx, lod, grid); in iterate()
712 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region); in iterate()
733 void Vertex2DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const in setupShaderInputs() argument
766 glBindTexture(GL_TEXTURE_2D, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs()
780 void Vertex2DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const in renderCell() argument
782 setupShaderInputs(textureNdx, lod, grid); in renderCell()
786 void Vertex2DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::S… in computeReferenceCell() argument
788 …computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT,… in computeReferenceCell()
807 float calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const;
808 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
809 void renderCell (int textureNdx, float lod, const Grid& grid) const;
810 …void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, co…
963 …rtexCubeTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const in calculateLod()
965 const tcu::TextureCube& refTexture = m_textures[textureNdx]->getRefTexture(); in calculateLod()
1025 int textureNdx; in iterate() member
1028 …Render (const Rect& r, int tN, const Vec2& tS, const Vec2& tO) : region(r), textureNdx(tN), texCoo… in iterate()
1040 …t float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx); in iterate()
1042 …st Grid grid (GRID_SIZE_CUBE, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]), in iterate()
1046 renderCell (rend.textureNdx, lod, grid); in iterate()
1047 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region); in iterate()
1068 void VertexCubeTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const in setupShaderInputs() argument
1101 glBindTexture(GL_TEXTURE_CUBE_MAP, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs()
1115 void VertexCubeTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const in renderCell() argument
1117 setupShaderInputs(textureNdx, lod, grid); in renderCell()
1122 void VertexCubeTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu:… in computeReferenceCell() argument
1126 computeReference(m_textures[textureNdx]->getRefTexture(), lod, sampler, grid, dst, dstRegion); in computeReferenceCell()
1145 float calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const;
1146 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
1147 void renderCell (int textureNdx, float lod, const Grid& grid) const;
1148 …void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, c…
1288 …tex2DArrayTextureCase::calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const in calculateLod()
1290 const tcu::Texture2DArray& refTexture = m_textures[textureNdx]->getRefTexture(); in calculateLod()
1366 int textureNdx; in iterate() member
1368 Render (const Rect& r, int tN, const Mat3& tT) : region(r), textureNdx(tN), texTransform(tT) {} in iterate()
1380 …st float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx); in iterate()
1382 …rid grid (GRID_SIZE_2D_ARRAY, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]), in iterate()
1386 renderCell (rend.textureNdx, lod, grid); in iterate()
1387 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region); in iterate()
1408 void Vertex2DArrayTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const in setupShaderInputs() argument
1441 glBindTexture(GL_TEXTURE_2D_ARRAY, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs()
1455 void Vertex2DArrayTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const in renderCell() argument
1457 setupShaderInputs(textureNdx, lod, grid); in renderCell()
1462 void Vertex2DArrayTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, t… in computeReferenceCell() argument
1464 …computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT,… in computeReferenceCell()
1483 float calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const;
1484 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
1485 void renderCell (int textureNdx, float lod, const Grid& grid) const;
1486 …void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, co…
1628 float Vertex3DTextureCase::calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) c… in calculateLod()
1630 const tcu::Texture3D& refTexture = m_textures[textureNdx]->getRefTexture(); in calculateLod()
1709 int textureNdx; in iterate() member
1711 Render (const Rect& r, int tN, const Mat3& tT) : region(r), textureNdx(tN), texTransform(tT) {} in iterate()
1723 …st float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx); in iterate()
1725 …onst Grid grid (GRID_SIZE_3D, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]), in iterate()
1729 renderCell (rend.textureNdx, lod, grid); in iterate()
1730 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region); in iterate()
1751 void Vertex3DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const in setupShaderInputs() argument
1784 glBindTexture(GL_TEXTURE_3D, m_textures[textureNdx]->getGLTexture()); in setupShaderInputs()
1799 void Vertex3DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const in renderCell() argument
1801 setupShaderInputs(textureNdx, lod, grid); in renderCell()
1806 void Vertex3DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::S… in computeReferenceCell() argument
1808 …computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT,… in computeReferenceCell()