Lines Matching refs:unitNdx
411 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in MultiTexShader() local
413 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in MultiTexShader()
471 else if (m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP) in MultiTexShader()
499 DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_3D || m_unitTypes[unitNdx] == GL_TEXTURE_2D_ARRAY); in MultiTexShader()
511 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D_ARRAY) in MultiTexShader()
582 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in makeSafeLods() local
590 …const float lodMax = calculateLodMax(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDer… in makeSafeLods()
591 …const float lodMin = calculateLodMin(m_lodDerivateParts[unitNdx], textureSizes[unitNdx], screenDer… in makeSafeLods()
600 …m_transformations[unitNdx] = (m_unitTypes[unitNdx] == GL_TEXTURE_3D ? shrinkScaleMat3d : shrinkSca… in makeSafeLods()
601 m_lodDerivateParts[unitNdx] = calculateLodDerivateParts(m_transformations[unitNdx]); in makeSafeLods()
632 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in shadeFragments() local
648 (m_transformations[unitNdx] * Vec4(texCoords[0].x(), texCoords[0].y(), 1.0f, 1.0f)).xyz(), in shadeFragments()
649 (m_transformations[unitNdx] * Vec4(texCoords[1].x(), texCoords[1].y(), 1.0f, 1.0f)).xyz(), in shadeFragments()
650 (m_transformations[unitNdx] * Vec4(texCoords[2].x(), texCoords[2].y(), 1.0f, 1.0f)).xyz(), in shadeFragments()
651 (m_transformations[unitNdx] * Vec4(texCoords[3].x(), texCoords[3].y(), 1.0f, 1.0f)).xyz(), in shadeFragments()
664 switch (m_unitTypes[unitNdx]) in shadeFragments()
666 … case GL_TEXTURE_2D: m_uniforms[4*unitNdx].sampler.tex2D->sample4(texSamples, coords2D); break; in shadeFragments()
667 …case GL_TEXTURE_CUBE_MAP: m_uniforms[4*unitNdx].sampler.texCube->sample4(texSamples, coords3D); b… in shadeFragments()
668 …case GL_TEXTURE_2D_ARRAY: m_uniforms[4*unitNdx].sampler.tex2DArray->sample4(texSamples, coords3D);… in shadeFragments()
669 … case GL_TEXTURE_3D: m_uniforms[4*unitNdx].sampler.tex3D->sample4(texSamples, coords3D); break; in shadeFragments()
676 …rs[fragNdx] += colorMultiplier * (texSamples[fragNdx]*m_texScales[unitNdx] + m_texBiases[unitNdx]); in shadeFragments()
1169 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in render() local
1171 int texNdx = m_unitTextures[unitNdx]; in render()
1174 context.activeTexture(GL_TEXTURE0 + unitNdx); in render()