Home | History | Annotate | Download | only in functional

Lines Matching refs:finalValue

958 		VarValue		finalValue;	//!< The value we ultimately want to set for this uniform.
974 , finalValue (finalValue_)
1042 // Assign the basicUniforms[].finalValue values for uniforms. \note rnd parameter is for booleans (true can be any nonzero value).
1044 // Compare the uniform values given in values (obtained with glGetUniform*()) with the basicUniform.finalValue values.
1325 dst << ", " << shaderVarValueStr(uniform.finalValue) << ")";
1890 unifValue = elemUnif->finalValue;
1893 unifValue = uniform.finalValue;
1904 log << TestLog::Message << "// Texture for the sampler uniform " << curName << " will be filled with color " << apiVarValueStr(getSamplerFillValue(uniform.finalValue)) << TestLog::EndMessage;
2038 GLU_CHECK_CALL(glUniform1i(location, uniform.finalValue.val.samplerV.unit));
2041 const GLint unit = uniform.finalValue.val.samplerV.unit;
2065 if (!apiVarValueEquals(unifValue, uniform.finalValue))
2093 DE_ASSERT(basicUniforms[i].finalValue.val.samplerV.unit != basicUniforms[j].finalValue.val.samplerV.unit);
2100 if (glu::isDataTypeSampler(basicUniforms[i].type) && std::find(m_filledTextureUnits.begin(), m_filledTextureUnits.end(), basicUniforms[i].finalValue.val.samplerV.unit) == m_filledTextureUnits.end())
2102 log << TestLog::Message << "// Filling texture at unit " << apiVarValueStr(basicUniforms[i].finalValue) << " with color " << shaderVarValueStr(basicUniforms[i].finalValue) << TestLog::EndMessage;
2103 setupTexture(basicUniforms[i].finalValue);