Lines Matching defs:m_numUnits
253 int m_numUnits;
261 , m_numUnits (numUnits)
298 m_transformations.reserve(m_numUnits);
299 m_lodDerivateParts.reserve(m_numUnits);
301 DE_ASSERT((int)m_unitTypes.size() == m_numUnits);
303 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)
403 for (int ndx = 0; ndx < m_numUnits; ndx++)
414 DE_ASSERT((int)textureSizes.size() == m_numUnits);
426 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)
466 DE_ASSERT((int)m_unitTypes.size() == m_numUnits);
467 DE_ASSERT((int)m_transformations.size() == m_numUnits);
468 DE_ASSERT((int)m_lodDerivateParts.size() == m_numUnits);
473 const float colorMultiplier = 1.0f / (float)m_numUnits;
476 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)
569 int m_numTextures; //!< \note Needed in addition to m_numUnits since same texture may be bound to many texture units.
570 int m_numUnits; //!< = m_numUnitsParam > 0 ? m_numUnitsParam : implementationDefinedMaximum
587 , m_numUnits (0)
613 m_numUnits = m_numUnitsParam > 0 ? m_numUnitsParam : m_context.getContextInfo().getInt(GL_MAX_TEXTURE_IMAGE_UNITS);
623 m_numTextures = m_numUnits; // In most cases use one unit per texture.
625 m_numTextures = rnd.getInt(deMax32(1, m_numUnits - 2), m_numUnits); // Sometimes assign same texture to multiple units.
627 log << tcu::TestLog::Message << ("Using " + de::toString(m_numUnits) + " texture unit(s) and " + de::toString(m_numTextures) + " texture(s)").c_str() << tcu::TestLog::EndMessage;
726 m_unitTextures.reserve(m_numUnits);
733 while ((int)m_unitTextures.size() < m_numUnits)
741 unitTypes.reserve(m_numUnits);
742 for (int i = 0; i < m_numUnits; i++)
746 m_shader = new MultiTexShader(rnd.getUint32(), m_numUnits, unitTypes);
775 texSizes.reserve(m_numUnits);
777 for (int i = 0; i < m_numUnits; i++)
835 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)