Lines Matching refs:result
108 bool result = true;
117 "out vec4 result;\n"
121 " result = temp;\n"
174 result = false;
193 result = false;
198 return result;
207 bool result = true;
224 result = false;
238 result = false;
248 result = false;
251 m_testCtx.setTestResult(result ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, result ? "Pass" : "Fail");
307 std::string result;
312 result = "Fragment shader input variable";
315 result = "Fragment shader input variable wrapped in an input block";
318 result = "Fragment shader input variable passed to an inout function parameter";
321 result = "Fragment shader input variable passed to an out function parameter";
324 result = "Geometry shader input variable";
327 result = "Geometry shader input variable wrapped in an input block";
330 result = "Geometry shader input variable passed to an inout function parameter";
333 result = "Geometry shader input variable passed to an out function parameter";
336 result = "Tessellation control shader variable wrapped in an input block";
339 result = "Tessellation control shader variable passed to an inout function parameter";
342 result = "Tessellation control shader variable passed to an out function parameter";
345 result = "Tessellation evaluation shader patch input variable";
348 result = "Tessellation evaluation shader input variable";
351 result = "Tessellation evaluation shader patch input variable wrapped in an input block";
354 result = "Tessellation evlauation shader patch input variable passed to an inout function parameter";
357 result = "Tessellation evaluation shader patch input variable passed to an out function parameter";
360 result = "Vertex shader input variable";
363 result = "Vertex shader input variable passed to an inout function parameter";
366 result = "Vertex shader input variable passed to an out function parameter";
373 return result;
397 "out vec4 result;\n"
402 " result = data;\n"
420 "out vec4 result;\n"
425 " result = data;\n"
439 "out vec4 result;\n"
450 " result = data;\n"
464 "out vec4 result;\n"
475 " result = data;\n"
598 "out vec4 result;\n"
603 " result = data[0];\n"
624 "patch out vec4 result[];\n"
629 " result[gl_InvocationID] = inData[0].data;\n"
652 "out vec4 result;\n"
663 " result = data[0];\n"
680 "out vec4 result;\n"
691 " result = data[0];\n"
711 << " out vec4 result;\n"
756 "out vec4 result;\n"
783 "out vec4 result;\n"
879 bool result = true;
975 result = false;
979 m_testCtx.setTestResult(result ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, result ? "Pass" : "Fail");
992 std::string result = "?!";
997 result = "fragment shader";
1000 result = "geometry shader";
1003 result = "tessellation control shader";
1006 result = "tessellation evaluation shader";
1009 result = "vertex shader";
1013 return result;
1060 std::string result;
1065 result = "! operator must not accept bvec2 arg";
1068 result = "! operator must not accept bvec3 arg";
1071 result = "! operator must not accept bvec4 arg";
1074 result = "all() function must not accept bool arg";
1077 result = "not() function must not accept bool arg";
1085 return result;
1096 std::string result;
1131 result = result_sstream.str();
1158 result = result_sstream.str();
1166 return result;
1176 bool result = true;
1213 result = false;
1217 m_testCtx.setTestResult(result ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, result ? "Pass" : "Fail");
1260 std::string result;
1265 result = "Invalid bool input";
1268 result = "Invalid bvec2 input";
1271 result = "Invalid bvec3 input";
1274 result = "Invalid bvec4 input";
1277 result = "Invalid centroid-qualified input";
1280 result = "Invalid patch-qualified input";
1283 result = "Invalid opaque type input";
1286 result = "Invalid structure input";
1289 result = "Invalid sample-qualified input";
1296 return result;
1307 std::string result;
1332 result = body_sstream.str();
1338 result = "#version 140\n"
1351 result = "#version 140\n"
1382 result = body_sstream.str();
1390 return result;
1400 bool result = true;
1437 result = false;
1441 m_testCtx.setTestResult(result ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, result ? "Pass" : "Fail");
1499 bool result = true;
1585 result = false;
1594 result = false;
1598 m_testCtx.setTestResult(result ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, result ? "Pass" : "Fail");
1685 * VALIDATION_RESULT_UNDEFINED when the validation result is not defined */
1705 std::string result = "?!";
1710 result = "fragment shader";
1713 result = "geometry shader";
1716 result = "tessellation control shader";
1719 result = "tessellation evaluation shader";
1722 result = "vertex shader";
1726 return result;
1737 std::string result = "?!";
1742 result = "Input gl_ClipDistance usage in Geometry Shader without gl_PerVertex block redeclaration";
1745 result = "Input gl_CullDistance usage in Geometry Shader without gl_PerVertex block redeclaration";
1748 result = "Input gl_PointSize usage in a separable Geometry Shader without gl_PerVertex block redeclaration";
1751 result = "Input gl_Position usage in a separable Geometry Shader without gl_PerVertex block redeclaration";
1754 result = "Input gl_ClipDistance usage in a separable Tessellation Control Shader without gl_PerVertex block "
1758 result = "Input gl_CullDistance usage in a separable Tessellation Control Shader without gl_PerVertex block "
1762 result = "Input gl_PointSize usage in a separable Tessellation Control Shader without gl_PerVertex block "
1766 result = "Input gl_Position usage in a separable Tessellation Control Shader without gl_PerVertex block "
1770 result = "Input gl_ClipDistance usage in a separable Tessellation Evaluation Shader without gl_PerVertex block "
1774 result = "Input gl_CullDistance usage in a separable Tessellation Evaluation Shader without gl_PerVertex block "
1778 result = "Input gl_PointSize usage in a separable Tessellation Evaluation Shader without gl_PerVertex block "
1782 result = "Input gl_Position usage in a separable Tessellation Evaluation Shader without gl_PerVertex block "
1786 result = "Output gl_ClipDistance usage in Geometry Shader without gl_PerVertex block redeclaration";
1789 result = "Output gl_CullDistance usage in Geometry Shader without gl_PerVertex block redeclaration";
1792 result = "Output gl_PointSize usage in a separable Geometry Shader without gl_PerVertex block redeclaration";
1795 result = "Output gl_Position usage in a separable Geometry Shader without gl_PerVertex block redeclaration";
1798 result = "Output gl_ClipDistance usage in a separable Tessellation Control Shader without gl_PerVertex block "
1802 result = "Output gl_CullDistance usage in a separable Tessellation Control Shader without gl_PerVertex block "
1806 result = "Output gl_PointSize usage in a separable Tessellation Control Shader without gl_PerVertex block "
1810 result = "Output gl_Position usage in a separable Tessellation Control Shader without gl_PerVertex block "
1814 result = "Output gl_ClipDistance usage in a separable Tessellation Evaluation Shader without gl_PerVertex "
1818 result = "Output gl_CullDistance usage in a separable Tessellation Evaluation Shader without gl_PerVertex "
1822 result = "Output gl_PointSize usage in a separable Tessellation Evaluation Shader without gl_PerVertex block "
1826 result = "Output gl_Position usage in a separable Tessellation Evaluation Shader without gl_PerVertex block "
1830 result = "Output gl_ClipDistance usage in a separable Vertex Shader without gl_PerVertex block redeclaration";
1833 result = "Output gl_CullDistance usage in a separable Vertex Shader without gl_PerVertex block redeclaration";
1836 result = "Output gl_PointSize usage in a separable Vertex Shader without gl_PerVertex block redeclaration";
1839 result = "Output gl_Position usage in a separable Vertex Shader without gl_PerVertex block redeclaration";
1843 result = "Geometry and Vertex Shaders use different gl_PerVertex block redeclaration";
1846 result = "Geometry, Tessellation Control, Tessellation Evaluation and Vertex Shaders use a different "
1850 result = "Tesselation Control, Tessellation Evaluation and Vertex Shaders use a different gl_PerVertex block "
1855 result = "No gl_PerVertex block defined in shader programs for all shader stages supported by the running "
1859 result = "Unknown";
1863 return result;
2474 bool result = true;
2506 result &= runPipelineObjectValidationTestMode(static_cast<_test_iteration>(test_iteration));
2509 result &= runSeparateShaderTestMode(static_cast<_test_iteration>(test_iteration));
2525 m_testCtx.setTestResult(result ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, result ? "Pass" : "Fail");
2563 bool result = false;
2605 result = true;
2649 result = true;
2725 result = true;
2730 result = true;
2734 return result;
2755 bool result = false;
2786 result = true;
2848 /* Try to link the program and check the result. */
2875 result = true;
2877 if (!result)
2882 return result;
2934 std::string result = "[?!]";
2939 result = "atomic counter";
2942 result = "attribute";
2945 result = "constant";
2948 result = "function argument name";
2951 result = "function name";
2954 result = "input variable";
2957 result = "input block instance name";
2960 result = "input block member name";
2963 result = "input block name";
2966 result = "output variable";
2969 result = "output block instance name";
2972 result = "output block member name";
2975 result = "output block name";
2978 result = "shader storage block instance name";
2981 result = "shader storage block member name";
2984 result = "shader storage block name";
2987 result = "shared variable";
2990 result = "structure member";
2993 result = "structure instance name";
2996 result = "structure name";
2999 result = "subroutine function name";
3002 result = "subroutine type";
3005 result = "subroutine uniform";
3008 result = "uniform";
3011 result = "uniform block instance name";
3014 result = "uniform block member name";
3017 result = "uniform block name";
3020 result = "variable";
3023 result = "varying";
3026 result = "unknown";
3030 return result;
3037 std::vector<std::string> result;
4857 result.push_back(current_context_keyword);
4865 result.push_back(current_context_reserved);
4869 return result;
5275 std::string result = "[?!]";
5280 result = "compute shader";
5283 result = "fragment shader";
5286 result = "geometry shader";
5289 result = "tessellation control shader";
5292 result = "tessellation evaluation shader";
5295 result = "vertex shader";
5298 result = "unknown";
5302 return result;
5316 std::vector<_language_feature> result;
5329 result.push_back(LANGUAGE_FEATURE_ATOMIC_COUNTER);
5336 result.push_back(LANGUAGE_FEATURE_ATTRIBUTE);
5340 result.push_back(LANGUAGE_FEATURE_CONSTANT);
5343 result.push_back(LANGUAGE_FEATURE_FUNCTION_ARGUMENT_NAME);
5344 result.push_back(LANGUAGE_FEATURE_FUNCTION_NAME);
5351 result.push_back(LANGUAGE_FEATURE_INPUT);
5360 result.push_back(LANGUAGE_FEATURE_INPUT_BLOCK_INSTANCE_NAME);
5361 result.push_back(LANGUAGE_FEATURE_INPUT_BLOCK_MEMBER_NAME);
5362 result.push_back(LANGUAGE_FEATURE_INPUT_BLOCK_NAME);
5368 result.push_back(LANGUAGE_FEATURE_OUTPUT);
5376 result.push_back(LANGUAGE_FEATURE_OUTPUT_BLOCK_INSTANCE_NAME);
5377 result.push_back(LANGUAGE_FEATURE_OUTPUT_BLOCK_MEMBER_NAME);
5378 result.push_back(LANGUAGE_FEATURE_OUTPUT_BLOCK_NAME);
5392 result.push_back(LANGUAGE_FEATURE_SHADER_STORAGE_BLOCK_INSTANCE_NAME);
5393 result.push_back(LANGUAGE_FEATURE_SHADER_STORAGE_BLOCK_MEMBER_NAME);
5394 result.push_back(LANGUAGE_FEATURE_SHADER_STORAGE_BLOCK_NAME);
5401 result.push_back(LANGUAGE_FEATURE_SHARED_VARIABLE);
5405 result.push_back(LANGUAGE_FEATURE_STRUCTURE_INSTANCE_NAME);
5406 result.push_back(LANGUAGE_FEATURE_STRUCTURE_MEMBER);
5407 result.push_back(LANGUAGE_FEATURE_STRUCTURE_NAME);
5414 result.push_back(LANGUAGE_FEATURE_SUBROUTINE_FUNCTION_NAME);
5415 result.push_back(LANGUAGE_FEATURE_SUBROUTINE_TYPE);
5416 result.push_back(LANGUAGE_FEATURE_SUBROUTINE_UNIFORM);
5423 result.push_back(LANGUAGE_FEATURE_UNIFORM_BLOCK_INSTANCE_NAME);
5424 result.push_back(LANGUAGE_FEATURE_UNIFORM_BLOCK_MEMBER_NAME);
5425 result.push_back(LANGUAGE_FEATURE_UNIFORM_BLOCK_NAME);
5427 result.push_back(LANGUAGE_FEATURE_UNIFORM);
5431 result.push_back(LANGUAGE_FEATURE_VARIABLE);
5438 result.push_back(LANGUAGE_FEATURE_VARYING);
5441 return result;
5453 std::vector<_shader_type> result;
5458 result.push_back(SHADER_TYPE_COMPUTE);
5462 result.push_back(SHADER_TYPE_FRAGMENT);
5467 result.push_back(SHADER_TYPE_GEOMETRY);
5474 result.push_back(SHADER_TYPE_TESS_CONTROL);
5475 result.push_back(SHADER_TYPE_TESS_EVALUATION);
5479 result.push_back(SHADER_TYPE_VERTEX);
5481 return result;
5550 bool result = true;
5689 result = false;
5696 m_testCtx.setTestResult(result ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, result ? "Pass" : "Fail");
5765 bool result = true;
5779 result = false;
5794 /* Set up the buffer object that will be used to read the result data */
5812 return result;
5821 bool result = true;
5840 result = false;
5931 result = false;
5940 /* Also, zero out the other buffer object we copy the result data to, in case
5953 m_testCtx.setTestResult(result ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL, result ? "Pass" : "Fail");