Lines Matching defs:program

1102 void getGLUniformLayout(const glw::Functions& gl, UniformLayout& layout, deUint32 program)
1107 gl.getProgramiv(program, GL_ACTIVE_UNIFORMS, &numActiveUniforms);
1108 gl.getProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &numActiveBlocks);
1121 gl.getActiveUniformBlockiv(program, (deUint32)blockNdx, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
1122 gl.getActiveUniformBlockiv(program, (deUint32)blockNdx, GL_UNIFORM_BLOCK_NAME_LENGTH, &nameLen);
1123 gl.getActiveUniformBlockiv(program, (deUint32)blockNdx, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &numBlockUniforms);
1129 gl.getActiveUniformBlockName(program, (deUint32)blockNdx, (glw::GLsizei)nameBuf.size(), DE_NULL, &nameBuf[0]);
1136 gl.getActiveUniformBlockiv(program, (deUint32)blockNdx, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES,
1159 gl.getActiveUniformsiv(program, (glw::GLsizei)uniformIndices.size(), &uniformIndices[0], GL_UNIFORM_TYPE,
1161 gl.getActiveUniformsiv(program, (glw::GLsizei)uniformIndices.size(), &uniformIndices[0], GL_UNIFORM_SIZE,
1163 gl.getActiveUniformsiv(program, (glw::GLsizei)uniformIndices.size(), &uniformIndices[0], GL_UNIFORM_NAME_LENGTH,
1165 gl.getActiveUniformsiv(program, (glw::GLsizei)uniformIndices.size(), &uniformIndices[0], GL_UNIFORM_BLOCK_INDEX,
1167 gl.getActiveUniformsiv(program, (glw::GLsizei)uniformIndices.size(), &uniformIndices[0], GL_UNIFORM_OFFSET,
1169 gl.getActiveUniformsiv(program, (glw::GLsizei)uniformIndices.size(), &uniformIndices[0],
1171 gl.getActiveUniformsiv(program, (glw::GLsizei)uniformIndices.size(), &uniformIndices[0],
1173 gl.getActiveUniformsiv(program, (glw::GLsizei)uniformIndices.size(), &uniformIndices[0],
1188 gl.getActiveUniform(program, (deUint32)uniformNdx, (glw::GLsizei)nameBuf.size(), &nameLen, &size, &type,
1375 // Generate shaders and build program.
1382 glu::ShaderProgram program(m_context.getRenderContext(),
1384 log << program;
1386 if (!program.isOk())
1395 getGLUniformLayout(gl, glLayout, program.getProgram());
1424 if (!checkIndexQueries(program.getProgram(), glLayout))
1427 // Use program.
1428 gl.useProgram(program.getProgram());
1434 gl.uniformBlockBinding(program.getProgram(), (deUint32)blockNdx, binding);
1520 bool renderOk = render(program);
1832 bool UniformBlockCase::checkIndexQueries(deUint32 program, const UniformLayout& layout) const
1843 const int queriedNdx = gl.getUniformBlockIndex(program, block.name.c_str());
1858 bool UniformBlockCase::render(glu::ShaderProgram& program) const
1878 glu::draw(m_context.getRenderContext(), program.getProgram(), 1, &posArray,