Searched refs:texSamples (Results 1 – 3 of 3) sorted by relevance
634 tcu::Vec4 texSamples[4]; in shadeFragments() local666 … 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 …outColors[fragNdx] += colorMultiplier * (texSamples[fragNdx]*m_texScales[unitNdx] + m_texBiases[un… in shadeFragments()
478 tcu::Vec4 texSamples[4]; in shadeFragments() local501 m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords); in shadeFragments()517 m_uniforms[2*unitNdx].sampler.texCube->sample4(texSamples, transformedTexCoords); in shadeFragments()522 outColors[fragNdx] += colorMultiplier * texSamples[fragNdx]; in shadeFragments()
980 GLsizei texSamples = textureD3D->getRenderToTextureSamples(); in initializeMultisampleTextureToBlack() local981 ANGLE_TRY(textureD3D->getRenderTarget(context, index, texSamples, &renderTarget)); in initializeMultisampleTextureToBlack()