Searched refs:levelCount (Results 1 – 6 of 6) sorted by relevance
159 GC3Dint levelCount = computeLevelCount(width, height); in generateMipmapLevelInfo() local160 for (GC3Dint level = 1; level < levelCount; ++level) { in generateMipmapLevelInfo()303 GC3Dint levelCount = computeLevelCount(first.width, first.height); in update() local304 if (levelCount < 1) in update()317 for (GC3Dint level = 1; level < levelCount; ++level) { in update()
1173 int Texture::levelCount() const in levelCount() function in gl::Texture1281 if (level < levelCount()) in commitRect()1356 if (width != 0 && height != 0 && level < levelCount()) in copyImage()1410 if (level < levelCount()) in copySubImage()1532 int levels = levelCount(); in updateTexture()1576 int levels = levelCount(); in convertToRenderTarget()1820 if (level < levelCount()) in commitRect()1973 int levels = levelCount(); in updateTexture()2017 int levels = levelCount(); in convertToRenderTarget()2190 if (width > 0 && level < levelCount()) in copyImage()[all …]
145 int levelCount() const;
48 static MipMap* Alloc(int levelCount, size_t pixelSize) { in Alloc()49 if (levelCount < 0) { in Alloc()53 size.setMul(levelCount + 1, sizeof(MipLevel)); in Alloc()61 mm->fLevelCount = levelCount; in Alloc()
65 unsigned levelCount; // mipmapped texture requires power-of-2 width and height member
147 texture.levelCount = 1; in test_scan()