Lines Matching defs:program

227 	/*  Make a program that consist of vertex and fragment shader stages. A
236 /* Building program. */
243 gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader, fragment_shader, transform_feedback_varyings);
245 if (program.ProgramStatus().program_id == 0)
249 << program.VertexShaderStatus().shader_log << "\nWith Fragment Shader:\n"
251 << program.FragmentShaderStatus().shader_log << "\nWith Program linkage log:\n"
252 << program.FragmentShaderStatus().shader_log << "\n"
257 program.UseProgram();
299 /* Make a program that consist of vertex and fragment shader stages. In
304 Check that the shader program compiles and links successfully. Draw a
322 /* Building program. */
326 gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader, fragment_shader);
328 if (program.ProgramStatus().program_id == 0)
332 << program.VertexShaderStatus().shader_log << "\nWith Fragment Shader:\n"
334 << program.FragmentShaderStatus().shader_log << "\nWith Program linkage log:\n"
335 << program.FragmentShaderStatus().shader_log << "\n"
340 program.UseProgram();
381 /* Make a program that consist of vertex and fragment shader stages.
392 shaders compiles and the program links successfully. Enable all
410 /* Building program. */
414 gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader, fragment_shader);
416 if (program.ProgramStatus().program_id == 0)
420 << program.VertexShaderStatus().shader_log << "\nWith Fragment Shader:\n"
422 << program.FragmentShaderStatus().shader_log << "\nWith Program linkage log:\n"
423 << program.FragmentShaderStatus().shader_log << "\n"
428 program.UseProgram();
611 /* Create and build program. */
615 gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader_code, m_fragment_shader_code);
617 if (program.ProgramStatus().program_id == GL_NONE)
622 << "Functional test have failed when building program.\nVertex shader code:\n"
632 program.UseProgram();
646 if (!vertex_buffer_object->useAsShaderInput(program, "position", 4))
1030 /* If OpenGL version < 3.1 is available, check that building shader program
1042 gl3cts::ClipDistance::Utility::Program program(gl, m_vertex_shader_code_case_0, m_fragment_shader_code);
1044 if (program.ProgramStatus().program_id)
1065 /* Check that building shader program fails when gl_ClipDistance is
1068 gl3cts::ClipDistance::Utility::Program program(gl, m_vertex_shader_code_case_1, m_fragment_shader_code);
1070 if (program.ProgramStatus().program_id)
1092 /* Check that building shader program fails when gl_ClipDistance is not
1095 gl3cts::ClipDistance::Utility::Program program(gl, m_vertex_shader_code_case_2, m_fragment_shader_code);
1097 if (program.ProgramStatus().program_id)
1350 LinkageStatus program = { 0, GL_NONE, "" };
1357 program.program_id = m_gl.createProgram();
1361 if (program.program_id)
1369 m_gl.transformFeedbackVaryings(program.program_id, 1, &varying, GL_INTERLEAVED_ATTRIBS);
1375 m_gl.attachShader(program.program_id, vertex_shader.shader_id);
1379 m_gl.attachShader(program.program_id, fragment_shader.shader_id);
1383 m_gl.linkProgram(program.program_id);
1388 m_gl.getProgramiv(program.program_id, GL_LINK_STATUS, &program.program_linkage_status);
1393 if (program.program_linkage_status == GL_FALSE)
1397 m_gl.getProgramiv(program.program_id, GL_INFO_LOG_LENGTH, &log_size);
1409 m_gl.getProgramInfoLog(program.program_id, log_size, DE_NULL, log);
1411 program.program_linkage_log = log;
1421 m_gl.detachShader(program.program_id, vertex_shader.shader_id);
1425 m_gl.detachShader(program.program_id, fragment_shader.shader_id);
1429 if (program.program_linkage_status == GL_FALSE)
1431 m_gl.deleteProgram(program.program_id);
1433 program.program_id = 0;
1439 if (program.program_id)
1441 m_gl.deleteProgram(program.program_id);
1443 program.program_id = 0;
1448 return program;
1451 /** @brief Use program for drawing. */