Searched refs:texelY (Results 1 – 5 of 5) sorted by relevance
305 for (deUint32 texelY = 0; texelY < imageSize.y(); ++texelY) in generateLookupCoordinates() local309 const float y = ((float)texelY + 0.5f) / (float)imageSize.y(); in generateLookupCoordinates()311 (*dst)[texelY*imageSize.x() + texelX] = Vec2(x, y); in generateLookupCoordinates()
401 const deUint32 texelY = rnd->getUint32() % imageSize.y(); in generateLookupCoordinates() local403 const float y = ((float)texelY + 0.5f) / (float)imageSize.y(); in generateLookupCoordinates()
1278 for (int texelY = 0; texelY < blockHeight; texelY++) in interpolateWeights() local1283 const deUint32 gY = (scaleY*texelY*(blockMode.weightGridHeight-1) + 32) >> 6; in interpolateWeights()1313 …dst[texelY*blockWidth + texelX].w[texelWeightNdx] = (p00*w00 + p01*w01 + p10*w10 + p11*w11 + 8) >>… in interpolateWeights()1418 for (int texelY = 0; texelY < blockHeight; texelY++) in setTexelColors() local1421 const int texelNdx = texelY*blockWidth + texelX; in setTexelColors()1422 …mPartitions == 1 ? 0 : computeTexelPartition(partitionIndexSeed, texelX, texelY, 0, numPartitions,… in setTexelColors()