Searched refs:texScale (Results 1 – 4 of 4) sorted by relevance
/external/deqp/modules/gles3/functional/ |
D | es3fFboTestUtil.cpp | 527 const tcu::Vec4 texScale (m_uniforms[2].value.f4); in shadeFragments() local 547 const tcu::Vec4 color = colors[fragNdx] * texScale + texBias; in shadeFragments() 634 const tcu::Vec4 texScale (m_uniforms[1].value.f4); in shadeFragments() local 655 const tcu::Vec4 color = colors[fragNdx] * texScale + texBias; in shadeFragments() 742 const tcu::Vec4 texScale (m_uniforms[1].value.f4); in shadeFragments() local 763 const tcu::Vec4 color = colors[fragNdx] * texScale + texBias; in shadeFragments()
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D | es3fVertexTextureTests.cpp | 499 float calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const; 640 float Vertex2DTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx)… in calculateLod() argument 644 const Vec2 sizeRatio = texScale*srcSize / dstSize; in calculateLod() 805 float calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const; 961 float VertexCubeTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNd… in calculateLod() argument 965 const Vec2 sizeRatio = texScale*srcSize / dstSize; in calculateLod()
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/external/deqp/modules/gles2/functional/ |
D | es2fVertexTextureTests.cpp | 401 float calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const; 539 float Vertex2DTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx)… in calculateLod() argument 543 const Vec2 sizeRatio = texScale*srcSize / dstSize; in calculateLod() 704 float calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const; 857 float VertexCubeTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNd… in calculateLod() argument 861 const Vec2 sizeRatio = texScale*srcSize / dstSize; in calculateLod()
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/external/deqp/modules/gles31/functional/ |
D | es31fFboTestUtil.cpp | 381 const tcu::Vec4 texScale (m_uniforms[2].value.f4); in shadeFragments() local 401 const tcu::Vec4 color = colors[fragNdx] * texScale + texBias; in shadeFragments()
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