Lines Matching refs:texIndex
6670 RGBA8 getPixel(GLint texIndex) in getPixel() argument
6672 RGBA8 pixel = {static_cast<uint8_t>(texIndex & 0x7u), static_cast<uint8_t>(texIndex >> 3), in getPixel()
6686 GLint texIndex = 0; in initTextures() local
6687 for (; texIndex < tex2DCount; ++texIndex) in initTextures()
6689 texData.assign(texData.size(), getPixel(texIndex)); in initTextures()
6690 glActiveTexture(GL_TEXTURE0 + texIndex); in initTextures()
6691 glBindTexture(GL_TEXTURE_2D, mTextures[texIndex]); in initTextures()
6702 for (; texIndex < texCubeCount; ++texIndex) in initTextures()
6704 texData.assign(texData.size(), getPixel(texIndex)); in initTextures()
6705 glActiveTexture(GL_TEXTURE0 + texIndex); in initTextures()
6706 glBindTexture(GL_TEXTURE_CUBE_MAP, mTextures[texIndex]); in initTextures()
6738 for (GLint texIndex = 0; texIndex < vertexTextureCount; ++texIndex) in testWithTextures() local
6741 uniformNameStr << vertexTexturePrefix << texIndex; in testWithTextures()
6746 glUniform1i(location, texIndex); in testWithTextures()
6747 RGBA8 contribution = getPixel(texIndex); in testWithTextures()
6752 for (GLint texIndex = 0; texIndex < fragmentTextureCount; ++texIndex) in testWithTextures() local
6755 uniformNameStr << fragmentTexturePrefix << texIndex; in testWithTextures()
6760 glUniform1i(location, texIndex + vertexTextureCount); in testWithTextures()
6761 RGBA8 contribution = getPixel(texIndex + vertexTextureCount); in testWithTextures()