Lines Matching refs:unitNdx
302 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in MultiTexShader() local
304 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in MultiTexShader()
367 DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP); in MultiTexShader()
425 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in makeSafeLods() local
433 …const float lodMax = calculateLodMax(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDer… in makeSafeLods()
434 …const float lodMin = calculateLodMin(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDer… in makeSafeLods()
443 m_transformations[unitNdx] = shrinkScaleMat * m_transformations[unitNdx]; in makeSafeLods()
444 m_lodDerivateParts[unitNdx] = calculateLodDerivateParts(m_transformations[unitNdx]); in makeSafeLods()
475 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in shadeFragments() local
488 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in shadeFragments()
493 (m_transformations[unitNdx] * Vec3(texCoords[0].x(), texCoords[0].y(), 1.0f)).xy(), in shadeFragments()
494 (m_transformations[unitNdx] * Vec3(texCoords[1].x(), texCoords[1].y(), 1.0f)).xy(), in shadeFragments()
495 (m_transformations[unitNdx] * Vec3(texCoords[2].x(), texCoords[2].y(), 1.0f)).xy(), in shadeFragments()
496 (m_transformations[unitNdx] * Vec3(texCoords[3].x(), texCoords[3].y(), 1.0f)).xy(), in shadeFragments()
500 m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords); in shadeFragments()
504 DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP); in shadeFragments()
509 m_transformations[unitNdx] * Vec3(texCoords[0].x(), texCoords[0].y(), 1.0f), in shadeFragments()
510 m_transformations[unitNdx] * Vec3(texCoords[1].x(), texCoords[1].y(), 1.0f), in shadeFragments()
511 m_transformations[unitNdx] * Vec3(texCoords[2].x(), texCoords[2].y(), 1.0f), in shadeFragments()
512 m_transformations[unitNdx] * Vec3(texCoords[3].x(), texCoords[3].y(), 1.0f), in shadeFragments()
516 m_uniforms[2*unitNdx].sampler.texCube->sample4(texSamples, transformedTexCoords); in shadeFragments()
832 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in render() local
834 int texNdx = m_unitTextures[unitNdx]; in render()
837 context.activeTexture(GL_TEXTURE0 + unitNdx); in render()