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Searched refs:number_of_components (Results 1 – 5 of 5) sorted by relevance

/third_party/vk-gl-cts/external/openglcts/modules/gl/
Dgl4cGetTextureSubImageTests.cpp1009 glw::GLint number_of_components = 0; in check() local
1013 number_of_components = 16; /* 128 bit block of 4x4 compressed pixels. */ in check()
1017 number_of_components = 4; /* RGBA components. */ in check()
1033 …= static_cast<glw::GLsizei>((width / x_block) * (height / y_block) * depth * number_of_components * in check()
1038 …size = static_cast<glw::GLsizei>(width * height * depth * number_of_components * sizeof(glw::GLuby… in check()
1074 for (glw::GLint c = 0; c < number_of_components; ++c) /* RGBA components iterating */ in check()
1077 (i + (x_offset / x_block)) * number_of_components + in check()
1078 (j + (y_offset / y_block)) * s_texture_data_width / x_block * number_of_components + in check()
1080 number_of_components + in check()
1084 i * number_of_components + j * width / x_block * number_of_components + in check()
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Dgl3cClipDistance.hpp172 …eAsShaderInput(Program program, std::string input_attribute_name, glw::GLint number_of_components);
399 glw::GLint number_of_components) in useAsShaderInput() argument
420 m_gl.vertexAttribPointer(location, number_of_components, GL_FLOAT, false, 0, NULL); in useAsShaderInput()
425 m_gl.vertexAttribIPointer(location, number_of_components, GL_FLOAT, 0, NULL); in useAsShaderInput()
/third_party/skia/third_party/externals/spirv-tools/source/fuzz/
Dfuzzer_context.h435 uint32_t GetRandomIndexForCompositeInsert(uint32_t number_of_components) { in GetRandomIndexForCompositeInsert() argument
436 return random_generator_->RandomUint32(number_of_components); in GetRandomIndexForCompositeInsert()
/third_party/spirv-tools/source/fuzz/
Dfuzzer_context.h414 uint32_t GetRandomIndexForCompositeInsert(uint32_t number_of_components) { in GetRandomIndexForCompositeInsert() argument
415 return random_generator_->RandomUint32(number_of_components); in GetRandomIndexForCompositeInsert()
/third_party/skia/third_party/externals/swiftshader/third_party/SPIRV-Tools/source/fuzz/
Dfuzzer_context.h435 uint32_t GetRandomIndexForCompositeInsert(uint32_t number_of_components) { in GetRandomIndexForCompositeInsert() argument
436 return random_generator_->RandomUint32(number_of_components); in GetRandomIndexForCompositeInsert()