Searched refs:m_unitTypes (Results 1 – 2 of 2) sorted by relevance
229 vector<GLenum> m_unitTypes; // 2d or cube map. member in deqp::gles2::Functional::MultiTexShader237 , m_unitTypes(unitTypes) in MultiTexShader()261 DE_ASSERT((int)m_unitTypes.size() == m_numUnits); in MultiTexShader()265 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in MultiTexShader()303 DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP); in MultiTexShader()403 DE_ASSERT((int)m_unitTypes.size() == m_numUnits); in shadeFragments()425 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in shadeFragments()440 DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP); in shadeFragments()
289 vector<GLenum> m_unitTypes; // 2d, cube map, 2d array or 3d. member in deqp::gles3::Functional::MultiTexShader301 , m_unitTypes(unitTypes) in MultiTexShader()329 DE_ASSERT((int)m_unitTypes.size() == m_numUnits); in MultiTexShader()333 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D) in MultiTexShader()368 else if (m_unitTypes[unitNdx] == GL_TEXTURE_CUBE_MAP) in MultiTexShader()398 … DE_ASSERT(m_unitTypes[unitNdx] == GL_TEXTURE_3D || m_unitTypes[unitNdx] == GL_TEXTURE_2D_ARRAY); in MultiTexShader()410 if (m_unitTypes[unitNdx] == GL_TEXTURE_2D_ARRAY) in MultiTexShader()483 (m_unitTypes[unitNdx] == GL_TEXTURE_3D ? shrinkScaleMat3d : shrinkScaleMat2d) * in makeSafeLods()508 DE_ASSERT((int)m_unitTypes.size() == m_numUnits); in shadeFragments()547 switch (m_unitTypes[unitNdx]) in shadeFragments()