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Lines Matching defs:textureNdx

499 	float						calculateLod			(const Vec2& texScale, const Vec2& dstSize, int textureNdx) const;
500 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
501 void renderCell (int textureNdx, float lod, const Grid& grid) const;
502 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
640 float Vertex2DTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const
642 const tcu::Texture2D& refTexture = m_textures[textureNdx]->getRefTexture();
688 int textureNdx;
691 Render (const Rect& r, int tN, const Vec2& tS, const Vec2& tO) : region(r), textureNdx(tN), texCoordScale(tS), texCoordOffset(tO) {}
703 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
705 const Grid grid (GRID_SIZE_2D, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]),
709 renderCell (rend.textureNdx, lod, grid);
710 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
731 void Vertex2DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
764 glBindTexture(GL_TEXTURE_2D, m_textures[textureNdx]->getGLTexture());
778 void Vertex2DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
780 setupShaderInputs(textureNdx, lod, grid);
784 void Vertex2DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
786 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_minFilter, m_magFilter), grid, dst, dstRegion);
805 float calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const;
806 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
807 void renderCell (int textureNdx, float lod, const Grid& grid) const;
808 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
961 float VertexCubeTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const
963 const tcu::TextureCube& refTexture = m_textures[textureNdx]->getRefTexture();
1023 int textureNdx;
1026 Render (const Rect& r, int tN, const Vec2& tS, const Vec2& tO) : region(r), textureNdx(tN), texCoordScale(tS), texCoordOffset(tO) {}
1038 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
1040 const Grid grid (GRID_SIZE_CUBE, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]),
1044 renderCell (rend.textureNdx, lod, grid);
1045 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
1066 void VertexCubeTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
1099 glBindTexture(GL_TEXTURE_CUBE_MAP, m_textures[textureNdx]->getGLTexture());
1113 void VertexCubeTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1115 setupShaderInputs(textureNdx, lod, grid);
1120 void VertexCubeTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1124 computeReference(m_textures[textureNdx]->getRefTexture(), lod, sampler, grid, dst, dstRegion);
1143 float calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const;
1144 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
1145 void renderCell (int textureNdx, float lod, const Grid& grid) const;
1146 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
1286 float Vertex2DArrayTextureCase::calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const
1288 const tcu::Texture2DArray& refTexture = m_textures[textureNdx]->getRefTexture();
1364 int textureNdx;
1366 Render (const Rect& r, int tN, const Mat3& tT) : region(r), textureNdx(tN), texTransform(tT) {}
1378 const float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx);
1380 const Grid grid (GRID_SIZE_2D_ARRAY, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]),
1384 renderCell (rend.textureNdx, lod, grid);
1385 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
1406 void Vertex2DArrayTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
1439 glBindTexture(GL_TEXTURE_2D_ARRAY, m_textures[textureNdx]->getGLTexture());
1453 void Vertex2DArrayTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1455 setupShaderInputs(textureNdx, lod, grid);
1460 void Vertex2DArrayTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1462 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_minFilter, m_magFilter), grid, dst, dstRegion);
1481 float calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const;
1482 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
1483 void renderCell (int textureNdx, float lod, const Grid& grid) const;
1484 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
1626 float Vertex3DTextureCase::calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const
1628 const tcu::Texture3D& refTexture = m_textures[textureNdx]->getRefTexture();
1707 int textureNdx;
1709 Render (const Rect& r, int tN, const Mat3& tT) : region(r), textureNdx(tN), texTransform(tT) {}
1721 const float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx);
1723 const Grid grid (GRID_SIZE_3D, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]),
1727 renderCell (rend.textureNdx, lod, grid);
1728 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
1749 void Vertex3DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
1782 glBindTexture(GL_TEXTURE_3D, m_textures[textureNdx]->getGLTexture());
1797 void Vertex3DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1799 setupShaderInputs(textureNdx, lod, grid);
1804 void Vertex3DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1806 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_wrapR, m_minFilter, m_magFilter), grid, dst, dstRegion);