Searched refs:m_numUnits (Results 1 – 2 of 2) sorted by relevance
253 int m_numUnits; member in deqp::gles2::Functional::MultiTexShader261 , m_numUnits (numUnits) in MultiTexShader()298 m_transformations.reserve(m_numUnits); in MultiTexShader()299 m_lodDerivateParts.reserve(m_numUnits); in MultiTexShader()301 DE_ASSERT((int)m_unitTypes.size() == m_numUnits); in MultiTexShader()303 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in MultiTexShader()403 for (int ndx = 0; ndx < m_numUnits; ndx++) in setUniforms()414 DE_ASSERT((int)textureSizes.size() == m_numUnits); in makeSafeLods()426 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in makeSafeLods()466 DE_ASSERT((int)m_unitTypes.size() == m_numUnits); in shadeFragments()[all …]
349 int m_numUnits; member in deqp::gles3::Functional::MultiTexShader365 , m_numUnits (numUnits) in MultiTexShader()404 m_transformations.reserve(m_numUnits); in MultiTexShader()405 m_lodDerivateParts.reserve(m_numUnits); in MultiTexShader()409 DE_ASSERT((int)m_unitTypes.size() == m_numUnits); in MultiTexShader()411 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in MultiTexShader()550 for (int ndx = 0; ndx < m_numUnits; ndx++) in setUniforms()563 DE_ASSERT((int)textureSizes.size() == m_numUnits); in makeSafeLods()582 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in makeSafeLods()622 DE_ASSERT((int)m_unitTypes.size() == m_numUnits); in shadeFragments()[all …]