Lines Matching refs:textureNdx
501 float calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const;
502 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
503 void renderCell (int textureNdx, float lod, const Grid& grid) const;
504 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
642 float Vertex2DTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const
644 const tcu::Texture2D& refTexture = m_textures[textureNdx]->getRefTexture();
690 int textureNdx;
693 Render (const Rect& r, int tN, const Vec2& tS, const Vec2& tO) : region(r), textureNdx(tN), texCoordScale(tS), texCoordOffset(tO) {}
705 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
707 const Grid grid (GRID_SIZE_2D, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]),
711 renderCell (rend.textureNdx, lod, grid);
712 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
733 void Vertex2DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
766 glBindTexture(GL_TEXTURE_2D, m_textures[textureNdx]->getGLTexture());
780 void Vertex2DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
782 setupShaderInputs(textureNdx, lod, grid);
786 void Vertex2DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
788 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_minFilter, m_magFilter), grid, dst, dstRegion);
807 float calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const;
808 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
809 void renderCell (int textureNdx, float lod, const Grid& grid) const;
810 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
963 float VertexCubeTextureCase::calculateLod (const Vec2& texScale, const Vec2& dstSize, int textureNdx) const
965 const tcu::TextureCube& refTexture = m_textures[textureNdx]->getRefTexture();
1025 int textureNdx;
1028 Render (const Rect& r, int tN, const Vec2& tS, const Vec2& tO) : region(r), textureNdx(tN), texCoordScale(tS), texCoordOffset(tO) {}
1040 const float lod = calculateLod(rend.texCoordScale, rend.region.size().asFloat(), rend.textureNdx);
1042 const Grid grid (GRID_SIZE_CUBE, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]),
1046 renderCell (rend.textureNdx, lod, grid);
1047 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
1068 void VertexCubeTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
1101 glBindTexture(GL_TEXTURE_CUBE_MAP, m_textures[textureNdx]->getGLTexture());
1115 void VertexCubeTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1117 setupShaderInputs(textureNdx, lod, grid);
1122 void VertexCubeTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1126 computeReference(m_textures[textureNdx]->getRefTexture(), lod, sampler, grid, dst, dstRegion);
1145 float calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const;
1146 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
1147 void renderCell (int textureNdx, float lod, const Grid& grid) const;
1148 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
1288 float Vertex2DArrayTextureCase::calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const
1290 const tcu::Texture2DArray& refTexture = m_textures[textureNdx]->getRefTexture();
1366 int textureNdx;
1368 Render (const Rect& r, int tN, const Mat3& tT) : region(r), textureNdx(tN), texTransform(tT) {}
1380 const float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx);
1382 const Grid grid (GRID_SIZE_2D_ARRAY, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]),
1386 renderCell (rend.textureNdx, lod, grid);
1387 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
1408 void Vertex2DArrayTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
1441 glBindTexture(GL_TEXTURE_2D_ARRAY, m_textures[textureNdx]->getGLTexture());
1455 void Vertex2DArrayTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1457 setupShaderInputs(textureNdx, lod, grid);
1462 void Vertex2DArrayTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1464 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_minFilter, m_magFilter), grid, dst, dstRegion);
1483 float calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const;
1484 void setupShaderInputs (int textureNdx, float lod, const Grid& grid) const;
1485 void renderCell (int textureNdx, float lod, const Grid& grid) const;
1486 void computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const;
1628 float Vertex3DTextureCase::calculateLod (const Mat3& transf, const Vec2& dstSize, int textureNdx) const
1630 const tcu::Texture3D& refTexture = m_textures[textureNdx]->getRefTexture();
1709 int textureNdx;
1711 Render (const Rect& r, int tN, const Mat3& tT) : region(r), textureNdx(tN), texTransform(tT) {}
1723 const float lod = calculateLod(rend.texTransform, rend.region.size().asFloat(), rend.textureNdx);
1725 const Grid grid (GRID_SIZE_3D, rend.region.size(), getTextureSize(*m_textures[rend.textureNdx]),
1729 renderCell (rend.textureNdx, lod, grid);
1730 computeReferenceCell (rend.textureNdx, lod, grid, refImage, rend.region);
1751 void Vertex3DTextureCase::setupShaderInputs (int textureNdx, float lod, const Grid& grid) const
1784 glBindTexture(GL_TEXTURE_3D, m_textures[textureNdx]->getGLTexture());
1799 void Vertex3DTextureCase::renderCell (int textureNdx, float lod, const Grid& grid) const
1801 setupShaderInputs(textureNdx, lod, grid);
1806 void Vertex3DTextureCase::computeReferenceCell (int textureNdx, float lod, const Grid& grid, tcu::Surface& dst, const Rect& dstRegion) const
1808 computeReference(m_textures[textureNdx]->getRefTexture(), lod, glu::mapGLSampler(m_wrapS, m_wrapT, m_wrapR, m_minFilter, m_magFilter), grid, dst, dstRegion);