Home | History | Annotate | Download | only in functional

Lines Matching defs:unit

245 			int		unit;
511 result.val.intV[0] = sampler.val.samplerV.unit;
567 result << value.val.samplerV.unit;
578 static VarValue generateRandomVarValue (const glu::DataType type, Random& rnd, int samplerUnit = -1 /* Used if type is a sampler type. \note Samplers' unit numbers are not randomized. */)
603 result.val.samplerV.unit = samplerUnit;
637 result.val.samplerV.unit = 0;
675 if (a.val.samplerV.unit != b.val.samplerV.unit)
1223 GLU_CHECK_CALL(glActiveTexture(GL_TEXTURE0 + value.val.samplerV.unit));
1224 m_filledTextureUnits.push_back(value.val.samplerV.unit);
1245 GLU_CHECK_CALL(glActiveTexture(GL_TEXTURE0 + value.val.samplerV.unit));
1246 m_filledTextureUnits.push_back(value.val.samplerV.unit);
1410 GLint unit = -1;
1411 GLU_CHECK_CALL(glGetUniformiv(programGL, location, &unit));
1412 value.val.samplerV.unit = unit;
1464 if (unifValue.val.samplerV.unit != 0)
1626 GLU_CHECK_CALL(glUniform1i(location, uniform.finalValue.val.samplerV.unit));
1629 const GLint unit = uniform.finalValue.val.samplerV.unit;
1630 GLU_CHECK_CALL(glUniform1iv(location, (GLsizei)valuesToAssign.size(), &unit));
1673 // Assert that no two samplers of different types have the same texture unit - this is an error in GL.
1681 DE_ASSERT(basicUniforms[i].finalValue.val.samplerV.unit != basicUniforms[j].finalValue.val.samplerV.unit);
1688 if (glu::isDataTypeSampler(basicUniforms[i].type) && std::find(m_filledTextureUnits.begin(), m_filledTextureUnits.end(), basicUniforms[i].finalValue.val.samplerV.unit) == m_filledTextureUnits.end())
1690 log << TestLog::Message << "// Filling texture at unit " << apiVarValueStr(basicUniforms[i].finalValue) << " with color " << shaderVarValueStr(basicUniforms[i].finalValue) << TestLog::EndMessage;
2004 // \note Different sampler types may not be bound to same unit when rendering.
2250 continue; // \note Samplers' initial API values (i.e. their texture units) are 0, and no two samplers of different types shall have same unit when rendering.