Lines Matching refs:textureNdx
404 float calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const;
405 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
406 void renderCell (int textureNdx, float lod, const Grid& grid) const;
407 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
542 float Vertex2DTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const
544 const tcu::Texture2D& refTexture = m_textures[textureNdx]->getRefTexture();
590 int textureNdx;
593 Render (const Rect& r, int tN, const Vec2& tS, const Vec2& tO) : region(r), textureNdx(tN), texCoordScale(tS), texCoordOffset(tO) {}
605 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
607 const Grid grid (GRID_SIZE_2D, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]),
611 renderCell (rend.textureNdx, lod, grid);
612 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
633 void Vertex2DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
666 glBindTexture(GL_TEXTURE_2D, m_textures[textureNdx]->getGLTexture());
680 void Vertex2DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
682 setupShaderInputs(textureNdx, lod, grid);
686 void Vertex2DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
688 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_minFilter, m_magFilter), grid, dst, dstRegion);
707 float calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const;
708 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
709 void renderCell (int textureNdx, float lod, const Grid& grid) const;
710 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
865 float VertexCubeTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const
867 const tcu::TextureCube& refTexture = m_textures[textureNdx]->getRefTexture();
927 int textureNdx;
930 Render (const Rect& r, int tN, const Vec2& tS, const Vec2& tO) : region(r), textureNdx(tN), texCoordScale(tS), texCoordOffset(tO) {}
942 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
944 const Grid grid (GRID_SIZE_CUBE, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]),
948 renderCell (rend.textureNdx, lod, grid);
949 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
970 void VertexCubeTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
1003 glBindTexture(GL_TEXTURE_CUBE_MAP, m_textures[textureNdx]->getGLTexture());
1017 void VertexCubeTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1019 setupShaderInputs(textureNdx, lod, grid);
1024 void VertexCubeTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1028 computeReference(m_textures[textureNdx]->getRefTexture(), lod, sampler, grid, dst, dstRegion);