Lines Matching defs:face

123 		for (int face = tcu::CUBEFACE_NEGATIVE_X; face < tcu::CUBEFACE_LAST; ++face)
124 clampFloatingPointTexture(target.getLevelFace(level, (tcu::CubeFace)face));
144 clampFloatingPointTexture(target.getLevel(level)); // face and layer are inside level's depth
537 for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
541 tcu::fillWithComponentGradients(m_textures[0]->getLevel(levelNdx, face), gradients[face][0]*cScale + cBias, gradients[face][1]*cScale + cBias);
546 for (int face = 0; face < tcu::CUBEFACE_LAST; face++)
551 const deUint32 rgb = step*levelNdx*face;
555 tcu::fillWithGrid(m_textures[1]->getLevel(levelNdx, face), 4, tcu::RGBA(colorA).toVec()*cScale + cBias, tcu::RGBA(colorB).toVec()*cScale + cBias);
585 static const char* getFaceDesc (const tcu::CubeFace face)
587 switch (face)
626 const tcu::CubeFace face = tcu::CubeFace(faceNdx);
630 computeQuadTexCoordCube(texCoord, face, curCase.bottomLeft, curCase.topRight);
632 log << TestLog::Message << "Face " << getFaceDesc(face) << TestLog::EndMessage;
1454 const int face = layerFace % 6;
1456 const tcu::Vec4 gradient0 = gradients[face][0] / float(layer + 1);
1457 const tcu::Vec4 gradient1 = gradients[face][1] / float(layer + 1);
1468 const int face = layerFace % 6;
1475 const deUint32 rgb = step*levelNdx*face;
1535 const tcu::CubeFace face = tcu::CubeFace(layerFace % 6);
1542 computeQuadTexCoordCubeArray(texCoord, face, curCase.bottomLeft, curCase.topRight, tcu::Vec2(minLayer, maxLayer));
1544 log << TestLog::Message << "Face " << getFaceDesc(face) << " at layer " << layer << TestLog::EndMessage;