Lines Matching defs:width
190 void scaleDimensionsToMemory(int& width, int& height, int devLayers, int sysLayers, int devBPP, int sysBPP)
205 GLsizeiptr pixelsPerLayer = width * height;
213 // Scales the width and height such that the overall texture fits into
221 int newWidth = int(width * scale);
225 << tcu::TestLog::Message << "Reducing surface dimensions to fit in memory, from " << width << "x" << height
228 width = newWidth;
5530 int width = getWindowWidth();
5532 scaleDimensionsToMemory(width, height, 1, 1, 16, 16);
5537 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
5542 glViewport(0, 0, width, height);
5559 if (!ValidateReadBuffer(0, 0, width, height, vec4(0, 1, 0, 1)))
5930 int width = getWindowWidth();
5932 scaleDimensionsToMemory(width, height, 1, 2, 16, 16);
5934 std::vector<vec4> data(width * height);
5938 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, &data[0]);
5947 glViewport(0, 0, width, height);
5951 if (!ValidateReadBuffer(0, 0, width, height, vec4(0, 1, 0, 1)))
6023 int width = getWindowWidth();
6025 scaleDimensionsToMemory(width, height, 8, 8, 16, 16);
6029 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA32F, width, height, 8, 0, GL_RGBA, GL_FLOAT, NULL);
6042 glViewport(0, 0, width, height);
6049 std::vector<vec4> data(width * height * 8);
6056 for (int w = 0; w < width; ++w)
6058 const vec4 c = data[layer * width * height + h * width + w];
6236 int width = getWindowWidth();
6238 scaleDimensionsToMemory(width, height, 3, 3, 16, 16);
6245 glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_RGBA32F, width, height, 3, 0, GL_RGBA, GL_FLOAT, NULL);
6257 glViewport(0, 0, width, height);
6261 std::vector<vec4> data(width * height * 3);
6269 for (int w = 0; w < width; ++w)
6271 const vec4 c = data[layer * width * height + h * width + w];
6307 for (int w = 0; w < width; ++w)
6309 const vec4 c = data[layer * width * height + h * width + w];
6394 int width = getWindowWidth();
6396 scaleDimensionsToMemory(width, height, 1, 1, /* bpp*samples */ 16 * 4, 16);
6399 glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGBA32F, width, height, GL_FALSE);
6408 glViewport(0, 0, width, height);
6418 if (!ValidateReadBuffer(0, 0, width, height, vec4(0, 1, 0, 1)))
6468 int width = getWindowWidth();
6470 scaleDimensionsToMemory(width, height, 2, 2, 16, 16);
6476 std::vector<vec4> data(width * height, vec4(7.0f));
6479 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, &data[0]);
6483 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
6491 glViewport(0, 0, width, height);
6495 std::vector<vec4> rdata(width * height);
6501 for (int w = 0; w < width; ++w)
6503 if (!IsEqual(rdata[h * width + w], vec4(7.0f)))
6788 TextureDimensions(GLuint width, GLuint height) : m_width(width), m_height(height)
7035 * @param width Width of the textures
7040 bool Compare2DR8UITextures(GLuint left_texture_id, GLuint right_texture_id, GLuint width, GLuint height)
7043 const GLuint texture_data_size = width * height;
7128 * @param width Width of created texture
7134 GLenum Create2DR8UIDestinationTexture(GLuint width, GLuint height, GLuint& out_texture_id)
7137 const GLuint texture_size = width * height;
7150 return Create2DR8UITexture(width, height, texture_data, out_texture_id);
7155 * @param width Width of created texture
7161 GLenum Create2DR8UISourceTexture(GLuint width, GLuint height, GLuint& out_texture_id)
7164 const GLuint texture_size = width * height;
7180 return Create2DR8UITexture(width, height, texture_data, out_texture_id);
7185 * @param width Width of created texture
7192 GLenum Create2DR8UITexture(GLuint width, GLuint height, const std::vector<GLubyte>& texture_data,
7216 glTexImage2D(GL_TEXTURE_2D, 0 /* level */, GL_R8UI, width, height, 0 /* border */, GL_RED_INTEGER,
7904 * - set GL_TEXTURE_MAX_LEVEL parameter, for 64x64 set 7 (log2(min(width,
8529 * - prepare 2D R32I texture, width should be equal to the number of image
9296 const GLsizei width = max_image_uniforms;
9317 texture_data.resize(width * height);
9321 texture_data[i + width] = 0;
9325 glTexImage2D(GL_TEXTURE_2D, 0 /* level */, GL_R32I, width, height, 0 /*border */, GL_RED_INTEGER, GL_INT,
9559 const GLuint width = max_image_uniforms;
9561 const GLuint positive_value_index = width;
9645 texture_data.resize(width * height);