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Lines Matching refs:finalValue

848 		VarValue		finalValue;	//!< The value we ultimately want to set for this uniform.
864 , finalValue (finalValue_)
900 // Assign the basicUniforms[].finalValue values for uniforms. \note rnd parameter is for booleans (true can be any nonzero value).
902 // Compare the uniform values given in values (obtained with glGetUniform*()) with the basicUniform.finalValue values.
1141 dst << ", " << shaderVarValueStr(uniform.finalValue) << ")";
1393 unifValue = elemUnif->finalValue;
1396 unifValue = uniform.finalValue;
1407 log << TestLog::Message << "// Texture for the sampler uniform " << curName << " will be filled with color " << apiVarValueStr(getSamplerFillValue(uniform.finalValue)) << TestLog::EndMessage;
1541 GLU_CHECK_CALL(glProgramUniform1i(programGL, location, uniform.finalValue.val.samplerV.unit));
1544 const GLint unit = uniform.finalValue.val.samplerV.unit;
1568 if (!apiVarValueEquals(unifValue, uniform.finalValue))
1596 DE_ASSERT(basicUniforms[i].finalValue.val.samplerV.unit != basicUniforms[j].finalValue.val.samplerV.unit);
1603 if (glu::isDataTypeSampler(basicUniforms[i].type) && std::find(m_filledTextureUnits.begin(), m_filledTextureUnits.end(), basicUniforms[i].finalValue.val.samplerV.unit) == m_filledTextureUnits.end())
1605 log << TestLog::Message << "// Filling texture at unit " << apiVarValueStr(basicUniforms[i].finalValue) << " with color " << shaderVarValueStr(basicUniforms[i].finalValue) << TestLog::EndMessage;
1606 setupTexture(basicUniforms[i].finalValue);