Lines Matching defs:m_numUnits

349 	int									m_numUnits;
365 , m_numUnits (numUnits)
404 m_transformations.reserve(m_numUnits);
405 m_lodDerivateParts.reserve(m_numUnits);
409 DE_ASSERT((int)m_unitTypes.size() == m_numUnits);
411 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)
550 for (int ndx = 0; ndx < m_numUnits; ndx++)
563 DE_ASSERT((int)textureSizes.size() == m_numUnits);
582 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)
622 DE_ASSERT((int)m_unitTypes.size() == m_numUnits);
623 DE_ASSERT((int)m_transformations.size() == m_numUnits);
624 DE_ASSERT((int)m_lodDerivateParts.size() == m_numUnits);
629 const float colorMultiplier = 1.0f / (float)m_numUnits;
632 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)
730 int m_numTextures; //!< \note Needed in addition to m_numUnits since same texture may be bound to many texture units.
731 int m_numUnits; //!< = m_numUnitsParam > 0 ? m_numUnitsParam : implementationDefinedMaximum
750 , m_numUnits (0)
784 m_numUnits = m_numUnitsParam > 0 ? m_numUnitsParam : m_context.getContextInfo().getInt(GL_MAX_TEXTURE_IMAGE_UNITS);
794 m_numTextures = m_numUnits; // In most cases use one unit per texture.
796 m_numTextures = rnd.getInt(deMax32(1, m_numUnits - 2), m_numUnits); // Sometimes assign same texture to multiple units.
798 log << tcu::TestLog::Message << ("Using " + de::toString(m_numUnits) + " texture unit(s) and " + de::toString(m_numTextures) + " texture(s)").c_str() << tcu::TestLog::EndMessage;
921 m_unitTextures.reserve(m_numUnits);
928 while ((int)m_unitTextures.size() < m_numUnits)
941 unitTypes.reserve(m_numUnits);
942 texScales.reserve(m_numUnits);
943 texBiases.reserve(m_numUnits);
944 samplerTypes.reserve(m_numUnits);
945 num2dArrayLayers.reserve(m_numUnits);
947 for (int i = 0; i < m_numUnits; i++)
976 m_shader = new MultiTexShader(rnd.getUint32(), m_numUnits, unitTypes, samplerTypes, texScales, texBiases, num2dArrayLayers);
1005 texSizes.reserve(m_numUnits);
1007 for (int i = 0; i < m_numUnits; i++)
1171 for (int unitNdx = 0; unitNdx < m_numUnits; unitNdx++)