mirror of
https://github.com/KhronosGroup/OpenCL-CTS.git
synced 2026-03-19 06:09:01 +00:00
remove using namespace std and use std namespace explicitly (#2125)
Removes `using namespace std` and adds `std::` explicitly instead, which is usually on calls to `min`. This is generally best practice, and it also might be helpful when there are the same function names in the std namespace and in the global namespace (e.g. #1833).
This commit is contained in:
@@ -17,8 +17,6 @@
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#include <algorithm>
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using namespace std;
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struct image_kernel_data
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{
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cl_int width;
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@@ -383,17 +381,18 @@ int test_image_methods_depth(cl_device_id device, cl_context context,
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glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize);
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glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureLayers);
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size = min(maxTextureSize, maxTextureRectangleSize);
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size = std::min(maxTextureSize, maxTextureRectangleSize);
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RandomSeed seed(gRandomSeed);
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// Generate some random sizes (within reasonable ranges)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width = random_in_range(2, min(size, 1 << (i + 4)), seed);
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sizes[i].height = random_in_range(2, min(size, 1 << (i + 4)), seed);
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sizes[i].width = random_in_range(2, std::min(size, 1 << (i + 4)), seed);
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sizes[i].height =
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random_in_range(2, std::min(size, 1 << (i + 4)), seed);
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sizes[i].depth =
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random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
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}
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for (size_t i = 0; i < nsizes; i++)
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@@ -440,11 +439,11 @@ int test_image_methods_multisample(cl_device_id device, cl_context context,
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].height =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].depth =
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random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
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}
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glEnable(GL_MULTISAMPLE);
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@@ -24,8 +24,6 @@
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#endif
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#include <algorithm>
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using namespace std;
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void calc_test_size_descriptors(sizevec_t* sizes, size_t nsizes)
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{
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// Need to limit array size according to GL device properties
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@@ -33,14 +31,14 @@ void calc_test_size_descriptors(sizevec_t* sizes, size_t nsizes)
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &maxTextureBufferSize);
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size = min(maxTextureSize, maxTextureBufferSize);
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size = std::min(maxTextureSize, maxTextureBufferSize);
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RandomSeed seed(gRandomSeed);
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// Generate some random sizes (within reasonable ranges)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width = random_in_range(2, min(size, 1 << (i + 4)), seed);
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sizes[i].width = random_in_range(2, std::min(size, 1 << (i + 4)), seed);
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sizes[i].height = 1;
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sizes[i].depth = 1;
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}
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@@ -24,7 +24,6 @@
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#endif
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#include <algorithm>
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using namespace std;
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void calc_1D_array_size_descriptors(sizevec_t* sizes, size_t nsizes)
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{
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// Need to limit array size according to GL device properties
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@@ -38,9 +37,9 @@ void calc_1D_array_size_descriptors(sizevec_t* sizes, size_t nsizes)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].height =
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random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
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sizes[i].depth = 1;
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}
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}
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@@ -24,11 +24,6 @@
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#endif
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#include <algorithm>
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using namespace std;
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#pragma mark -
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#pragma mark _2D read tests
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void calc_2D_test_size_descriptors(sizevec_t* sizes, size_t nsizes)
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{
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// Need to limit array size according to GL device properties
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@@ -37,15 +32,16 @@ void calc_2D_test_size_descriptors(sizevec_t* sizes, size_t nsizes)
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize);
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size = min(maxTextureSize, maxTextureRectangleSize);
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size = std::min(maxTextureSize, maxTextureRectangleSize);
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RandomSeed seed(gRandomSeed);
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// Generate some random sizes (within reasonable ranges)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width = random_in_range(2, min(size, 1 << (i + 4)), seed);
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sizes[i].height = random_in_range(2, min(size, 1 << (i + 4)), seed);
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sizes[i].width = random_in_range(2, std::min(size, 1 << (i + 4)), seed);
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sizes[i].height =
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random_in_range(2, std::min(size, 1 << (i + 4)), seed);
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sizes[i].depth = 1;
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}
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}
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@@ -63,7 +59,7 @@ void calc_cube_test_size_descriptors(sizevec_t* sizes, size_t nsizes)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width = sizes[i].height =
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random_in_range(2, min(maxQubeMapSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxQubeMapSize, 1 << (i + 4)), seed);
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sizes[i].depth = 1;
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}
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}
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@@ -24,8 +24,6 @@
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#endif
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#include <algorithm>
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using namespace std;
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void calc_2D_array_size_descriptors(sizevec_t* sizes, size_t nsizes)
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{
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// Need to limit array size according to GL device properties
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@@ -39,11 +37,11 @@ void calc_2D_array_size_descriptors(sizevec_t* sizes, size_t nsizes)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].height =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].depth =
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random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
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}
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}
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@@ -24,11 +24,6 @@
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#endif
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#include <algorithm>
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using namespace std;
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#pragma mark -
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#pragma mark _3D read test
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void calc_3D_size_descriptors(sizevec_t* sizes, size_t nsizes)
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{
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// Need to limit array size according to GL device properties
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@@ -41,11 +36,11 @@ void calc_3D_size_descriptors(sizevec_t* sizes, size_t nsizes)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].height =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].depth =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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}
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}
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@@ -25,11 +25,6 @@
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#include <algorithm>
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using namespace std;
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#pragma mark -
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#pragma mark _2D depth read tests
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void calc_depth_size_descriptors(sizevec_t* sizes, size_t nsizes)
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{
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// Need to limit texture size according to GL device properties
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@@ -37,15 +32,16 @@ void calc_depth_size_descriptors(sizevec_t* sizes, size_t nsizes)
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize);
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size = min(maxTextureSize, maxTextureRectangleSize);
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size = std::min(maxTextureSize, maxTextureRectangleSize);
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RandomSeed seed(gRandomSeed);
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// Generate some random sizes (within reasonable ranges)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width = random_in_range(2, min(size, 1 << (i + 4)), seed);
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sizes[i].height = random_in_range(2, min(size, 1 << (i + 4)), seed);
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sizes[i].width = random_in_range(2, std::min(size, 1 << (i + 4)), seed);
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sizes[i].height =
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random_in_range(2, std::min(size, 1 << (i + 4)), seed);
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sizes[i].depth = 1;
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}
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}
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@@ -59,17 +55,18 @@ void calc_depth_array_size_descriptors(sizevec_t* sizes, size_t nsizes)
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glGetIntegerv(GL_MAX_RECTANGLE_TEXTURE_SIZE_EXT, &maxTextureRectangleSize);
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glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureLayers);
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size = min(maxTextureSize, maxTextureRectangleSize);
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size = std::min(maxTextureSize, maxTextureRectangleSize);
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RandomSeed seed(gRandomSeed);
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// Generate some random sizes (within reasonable ranges)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width = random_in_range(2, min(size, 1 << (i + 4)), seed);
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sizes[i].height = random_in_range(2, min(size, 1 << (i + 4)), seed);
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sizes[i].width = random_in_range(2, std::min(size, 1 << (i + 4)), seed);
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sizes[i].height =
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random_in_range(2, std::min(size, 1 << (i + 4)), seed);
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sizes[i].depth =
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random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
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}
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}
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@@ -25,8 +25,6 @@
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#include <algorithm>
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using namespace std;
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void calc_2D_multisample_size_descriptors(sizevec_t* sizes, size_t nsizes)
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{
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// Need to limit texture size according to GL device properties
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@@ -39,9 +37,9 @@ void calc_2D_multisample_size_descriptors(sizevec_t* sizes, size_t nsizes)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].height =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].depth = 1;
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}
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}
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@@ -59,11 +57,11 @@ void calc_2D_array_multisample_size_descriptors(sizevec_t* sizes, size_t nsizes)
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for (size_t i = 0; i < nsizes; i++)
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{
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sizes[i].width =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].height =
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random_in_range(2, min(maxTextureSize, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureSize, 1 << (i + 4)), seed);
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sizes[i].depth =
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random_in_range(2, min(maxTextureLayers, 1 << (i + 4)), seed);
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random_in_range(2, std::min(maxTextureLayers, 1 << (i + 4)), seed);
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}
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}
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