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Lines Matching refs:unitNdx

303 	for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)  in MultiTexShader()  local
305 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in MultiTexShader()
368 DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP); in MultiTexShader()
426 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in makeSafeLods() local
434 …const float lodMax = calculateLodMax(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDer… in makeSafeLods()
435 …const float lodMin = calculateLodMin(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDer… in makeSafeLods()
444 m_transformations[unitNdx] = shrinkScaleMat * m_transformations[unitNdx]; in makeSafeLods()
445 m_lodDerivateParts[unitNdx] = calculateLodDerivateParts(m_transformations[unitNdx]); in makeSafeLods()
476 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in shadeFragments() local
489 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in shadeFragments()
494 (m_transformations[unitNdx] * Vec3(texCoords[0].x(), texCoords[0].y(), 1.0f)).xy(), in shadeFragments()
495 (m_transformations[unitNdx] * Vec3(texCoords[1].x(), texCoords[1].y(), 1.0f)).xy(), in shadeFragments()
496 (m_transformations[unitNdx] * Vec3(texCoords[2].x(), texCoords[2].y(), 1.0f)).xy(), in shadeFragments()
497 (m_transformations[unitNdx] * Vec3(texCoords[3].x(), texCoords[3].y(), 1.0f)).xy(), in shadeFragments()
501 m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords); in shadeFragments()
505 DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP); in shadeFragments()
510 m_transformations[unitNdx] * Vec3(texCoords[0].x(), texCoords[0].y(), 1.0f), in shadeFragments()
511 m_transformations[unitNdx] * Vec3(texCoords[1].x(), texCoords[1].y(), 1.0f), in shadeFragments()
512 m_transformations[unitNdx] * Vec3(texCoords[2].x(), texCoords[2].y(), 1.0f), in shadeFragments()
513 m_transformations[unitNdx] * Vec3(texCoords[3].x(), texCoords[3].y(), 1.0f), in shadeFragments()
517 m_uniforms[2*unitNdx].sampler.texCube->sample4(texSamples, transformedTexCoords); in shadeFragments()
833 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in render() local
835 int texNdx = m_unitTextures[unitNdx]; in render()
838 context.activeTexture(GL_TEXTURE0 + unitNdx); in render()