Searched refs:m_transformations (Results 1 – 2 of 2) sorted by relevance
230 vector<Mat3> m_transformations; member in deqp::gles2::Functional::MultiTexShader258 m_transformations.reserve(m_numUnits); in MultiTexShader()299 m_transformations.push_back(transformation); in MultiTexShader()329 m_transformations.push_back(finalTrans); in MultiTexShader()346 (GLfloat *)&m_transformations[ndx].getColumnMajorData()[0]); in setUniforms()379 m_transformations[unitNdx] = shrinkScaleMat * m_transformations[unitNdx]; in makeSafeLods()380 m_lodDerivateParts[unitNdx] = calculateLodDerivateParts(m_transformations[unitNdx]); in makeSafeLods()404 DE_ASSERT((int)m_transformations.size() == m_numUnits); in shadeFragments()429 … (m_transformations[unitNdx] * Vec3(texCoords[0].x(), texCoords[0].y(), 1.0f)).xy(), in shadeFragments()430 … (m_transformations[unitNdx] * Vec3(texCoords[1].x(), texCoords[1].y(), 1.0f)).xy(), in shadeFragments()[all …]
292 vector<Mat4> m_transformations; member in deqp::gles3::Functional::MultiTexShader324 m_transformations.reserve(m_numUnits); in MultiTexShader()366 m_transformations.push_back(transformation); in MultiTexShader()394 m_transformations.push_back(finalTrans); in MultiTexShader()428 m_transformations.push_back(Mat4(transformation)); in MultiTexShader()445 (GLfloat *)&m_transformations[ndx].getColumnMajorData()[0]); in setUniforms()482 m_transformations[unitNdx] = in makeSafeLods()484 m_transformations[unitNdx]; in makeSafeLods()485 m_lodDerivateParts[unitNdx] = calculateLodDerivateParts(m_transformations[unitNdx]); in makeSafeLods()509 DE_ASSERT((int)m_transformations.size() == m_numUnits); in shadeFragments()[all …]