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Lines Matching refs:m_numUnits

253 	int						m_numUnits;  member in deqp::gles2::Functional::MultiTexShader
261 , m_numUnits (numUnits) in MultiTexShader()
298 m_transformations.reserve(m_numUnits); in MultiTexShader()
299 m_lodDerivateParts.reserve(m_numUnits); in MultiTexShader()
301 DE_ASSERT((int)m_unitTypes.size() == m_numUnits); in MultiTexShader()
303 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in MultiTexShader()
403 for (int ndx = 0; ndx < m_numUnits; ndx++) in setUniforms()
414 DE_ASSERT((int)textureSizes.size() == m_numUnits); in makeSafeLods()
426 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in makeSafeLods()
466 DE_ASSERT((int)m_unitTypes.size() == m_numUnits); in shadeFragments()
467 DE_ASSERT((int)m_transformations.size() == m_numUnits); in shadeFragments()
468 DE_ASSERT((int)m_lodDerivateParts.size() == m_numUnits); in shadeFragments()
473 const float colorMultiplier = 1.0f / (float)m_numUnits; in shadeFragments()
476 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in shadeFragments()
570 int m_numUnits; //!< = m_numUnitsParam > 0 ? m_numUnitsParam : implementationDefinedMaximum member in deqp::gles2::Functional::TextureUnitCase
611m_numUnits = m_numUnitsParam > 0 ? m_numUnitsParam : m_context.getContextInfo().getInt(GL_MAX_TEXT… in init()
621 m_numTextures = m_numUnits; // In most cases use one unit per texture. in init()
623 …m_numTextures = rnd.getInt(deMax32(1, m_numUnits - 2), m_numUnits); // Sometimes assign same textu… in init()
625 …log << tcu::TestLog::Message << ("Using " + de::toString(m_numUnits) + " texture unit(s) and " + d… in init()
724 m_unitTextures.reserve(m_numUnits); in init()
731 while ((int)m_unitTextures.size() < m_numUnits) in init()
739 unitTypes.reserve(m_numUnits); in init()
740 for (int i = 0; i < m_numUnits; i++) in init()
744 m_shader = new MultiTexShader(rnd.getUint32(), m_numUnits, unitTypes); in init()
773 texSizes.reserve(m_numUnits); in iterate()
775 for (int i = 0; i < m_numUnits; i++) in iterate()
833 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++) in render()