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    Searched refs:textureSizes (Results 1 - 4 of 4) sorted by null

  /external/deqp/modules/gles2/performance/
es2pTextureUploadTests.cpp 527 } textureSizes[] =
541 FOR_EACH(texSize, textureSizes,
548 int size = textureSizes[texSize].size;
550 textureSizes[texSize].uploadCallGroup->addChild (new TextureUploadCallCase (m_context, caseName.c_str(), "", function, format, type, size));
551 textureSizes[texSize].uploadAndDrawGroup->addChild (new TextureUploadAndDrawCase (m_context, caseName.c_str(), "", function, format, type, size));
554 for (int i = 0; i < DE_LENGTH_OF_ARRAY(textureSizes); i++)
556 uploadCall->addChild (textureSizes[i].uploadCallGroup);
557 uploadAndDraw->addChild (textureSizes[i].uploadAndDrawGroup);
  /external/deqp/modules/gles2/functional/
es2fTextureUnitTests.cpp 246 void makeSafeLods (const vector<IVec2>& textureSizes, const IVec2& viewportSize); // Modifies texture coordinates so that LODs aren't too close to x.5 or 0.0 .
411 void MultiTexShader::makeSafeLods (const vector<IVec2>& textureSizes, const IVec2& viewportSize)
413 DE_ASSERT((int)textureSizes.size() == m_numUnits);
433 const float lodMax = calculateLodMax(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDerivate);
434 const float lodMin = calculateLodMin(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDerivate);
    [all...]
  /external/deqp/modules/gles3/functional/
es3fTextureUnitTests.cpp 342 void makeSafeLods (const vector<IVec3>& textureSizes, const IVec2& viewportSize); // Modifies texture coordinates so that LODs aren't too close to x.5 or 0.0 .
560 void MultiTexShader::makeSafeLods (const vector<IVec3>& textureSizes, const IVec2& viewportSize)
562 DE_ASSERT((int)textureSizes.size() == m_numUnits);
589 const float lodMax = calculateLodMax(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDerivate);
590 const float lodMin = calculateLodMin(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDerivate);
    [all...]
  /external/deqp/modules/gles31/functional/
es31fTextureGatherTests.cpp     [all...]

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