Lines Matching refs:GL_FALSE

528 		verifyShaderParam(m_testCtx, *this, shaderVert, GL_COMPILE_STATUS, GL_FALSE);
529 verifyShaderParam(m_testCtx, *this, shaderFrag, GL_COMPILE_STATUS, GL_FALSE);
781 verifyShaderParam (m_testCtx, *this, shaderVert, GL_DELETE_STATUS, GL_FALSE);
782 verifyShaderParam (m_testCtx, *this, shaderFrag, GL_DELETE_STATUS, GL_FALSE);
783 verifyProgramParam (m_testCtx, *this, shaderProg, GL_DELETE_STATUS, GL_FALSE);
1091 verifyShaderParam (m_testCtx, *this, shaderFrag, GL_COMPILE_STATUS, GL_FALSE);
1092 verifyProgramParam (m_testCtx, *this, program, GL_LINK_STATUS, GL_FALSE);
1095 verifyProgramParam(m_testCtx, *this, program, GL_VALIDATE_STATUS, GL_FALSE);
1325 { "float", "", "highp", "", "uniformValue", GL_FLOAT, 1, GL_FALSE },
1326 { "float", "[2]", "highp", "", "uniformValue[1]", GL_FLOAT, 2, GL_FALSE },
1327 { "vec2", "", "highp", "", "uniformValue.x", GL_FLOAT_VEC2, 1, GL_FALSE },
1328 { "vec3", "", "highp", "", "uniformValue.x", GL_FLOAT_VEC3, 1, GL_FALSE },
1329 { "vec4", "", "highp", "", "uniformValue.x", GL_FLOAT_VEC4, 1, GL_FALSE },
1330 { "int", "", "highp", "", "float(uniformValue)", GL_INT, 1, GL_FALSE },
1331 { "ivec2", "", "highp", "", "float(uniformValue.x)", GL_INT_VEC2, 1, GL_FALSE },
1332 { "ivec3", "", "highp", "", "float(uniformValue.x)", GL_INT_VEC3, 1, GL_FALSE },
1333 { "ivec4", "", "highp", "", "float(uniformValue.x)", GL_INT_VEC4, 1, GL_FALSE },
1334 { "bool", "", "", "", "float(uniformValue)", GL_BOOL, 1, GL_FALSE },
1335 { "bvec2", "", "", "", "float(uniformValue.x)", GL_BOOL_VEC2, 1, GL_FALSE },
1336 { "bvec3", "", "", "", "float(uniformValue.x)", GL_BOOL_VEC3, 1, GL_FALSE },
1337 { "bvec4", "", "", "", "float(uniformValue.x)", GL_BOOL_VEC4, 1, GL_FALSE },
1338 { "mat2", "", "highp", "", "float(uniformValue[0][0])", GL_FLOAT_MAT2, 1, GL_FALSE },
1339 { "mat3", "", "highp", "", "float(uniformValue[0][0])", GL_FLOAT_MAT3, 1, GL_FALSE },
1340 { "mat4", "", "highp", "", "float(uniformValue[0][0])", GL_FLOAT_MAT4, 1, GL_FALSE },
1341 { "sampler2D", "", "highp", "", "float(texture2D(uniformValue, vec2(0.0, 0.0)).r)", GL_SAMPLER_2D, 1, GL_FALSE },
1342 { "samplerCube", "", "highp", "", "float(textureCube(uniformValue, vec3(0.0, 0.0, 0.0)).r)", GL_SAMPLER_CUBE, 1, GL_FALSE },
1525 { 4, GL_FLOAT, 0, GL_FALSE, vertexData },
1526 { 3, GL_FLOAT, 0, GL_FALSE, vertexData },
1527 { 2, GL_FLOAT, 0, GL_FALSE, vertexData },
1528 { 1, GL_FLOAT, 0, GL_FALSE, vertexData },
1529 { 4, GL_SHORT, 0, GL_FALSE, vertexData },
1530 { 3, GL_SHORT, 0, GL_FALSE, vertexData },
1531 { 2, GL_SHORT, 0, GL_FALSE, vertexData },
1532 { 1, GL_SHORT, 0, GL_FALSE, vertexData },
1559 { 1, GL_BYTE, 0, GL_FALSE, vertexData },
1560 { 1, GL_UNSIGNED_BYTE, 0, GL_FALSE, vertexData },
1561 { 1, GL_SHORT, 0, GL_FALSE, vertexData },
1562 { 1, GL_UNSIGNED_SHORT, 0, GL_FALSE, vertexData },
1563 { 1, GL_FIXED, 0, GL_FALSE, vertexData },
1564 { 1, GL_FLOAT, 0, GL_FALSE, vertexData },
1620 glVertexAttribPointer(0, pointers[ndx].size, pointers[ndx].type, GL_FALSE, pointers[ndx].stride, pointers[ndx].pointer);
1645 { 1, GL_BYTE, 0, GL_FALSE, vertexData },
1646 { 1, GL_SHORT, 0, GL_FALSE, vertexData },
1647 { 1, GL_UNSIGNED_BYTE, 0, GL_FALSE, vertexData },
1648 { 1, GL_UNSIGNED_SHORT, 0, GL_FALSE, vertexData },
1678 verifyVertexAttrib(m_testCtx, *this, 0, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_FALSE);
1682 verifyVertexAttrib(m_testCtx, *this, 0, GL_VERTEX_ATTRIB_ARRAY_ENABLED, GL_FALSE);
1704 glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL);
1732 { 1, GL_BYTE, 0, GL_FALSE, &vertexData[2] },
1733 { 1, GL_SHORT, 0, GL_FALSE, &vertexData[1] },
1734 { 1, GL_FIXED, 0, GL_FALSE, &vertexData[2] },
1735 { 1, GL_FIXED, 0, GL_FALSE, &vertexData[1] },
1736 { 1, GL_FLOAT, 0, GL_FALSE, &vertexData[0] },
1737 { 1, GL_FLOAT, 0, GL_FALSE, &vertexData[3] },
1738 { 1, GL_FLOAT, 0, GL_FALSE, &vertexData[2] },
1739 { 1, GL_UNSIGNED_SHORT, 0, GL_FALSE, &vertexData[0] },
1740 { 4, GL_UNSIGNED_SHORT, 0, GL_FALSE, &vertexData[1] },
1741 { 4, GL_UNSIGNED_SHORT, 0, GL_FALSE, &vertexData[2] },
2150 glUniformMatrix2fv(location, 1, GL_FALSE, matrixValues);
2154 glUniformMatrix3fv(location, 1, GL_FALSE, matrixValues);
2158 glUniformMatrix4fv(location, 1, GL_FALSE, matrixValues);