Lines Matching refs:val

100 	int val = -1;
101 funcs.getIntegerv(name, &val);
102 return val;
248 } val;
500 result.val.floatV[i] = sampler.val.samplerV.fillColor[i];
511 result.val.intV[0] = sampler.val.samplerV.unit;
530 result << de::floatToString(value.val.floatV[i], 2);
532 result << de::toString(value.val.intV[i]);
534 result << (value.val.boolV[i] ? "true" : "false");
561 result << de::floatToString(value.val.floatV[i], 2);
563 result << de::toString(value.val.intV[i]);
565 result << (value.val.boolV[i] ? "true" : "false");
567 result << value.val.samplerV.unit;
589 result.val.floatV[i] = rnd.getFloat(-10.0f, 10.0f);
594 result.val.intV[i] = rnd.getInt(-10, 10);
599 result.val.boolV[i] = rnd.getBool();
603 result.val.samplerV.unit = samplerUnit;
606 result.val.samplerV.fillColor[i] = rnd.getFloat(0.0f, 1.0f);
623 result.val.floatV[i] = 0.0f;
628 result.val.intV[i] = 0;
633 result.val.boolV[i] = false;
637 result.val.samplerV.unit = 0;
640 result.val.samplerV.fillColor[i] = 0.12f * (float)i;
658 if (de::abs(a.val.floatV[i] - b.val.floatV[i]) >= floatThreshold)
664 if (a.val.intV[i] != b.val.intV[i])
670 if (a.val.boolV[i] != b.val.boolV[i])
675 if (a.val.samplerV.unit != b.val.samplerV.unit)
698 if (boolValue.val.boolV[i])
700 result.val.intV[i] = rnd.getInt(-10, 10);
701 if (result.val.intV[i] == 0)
702 result.val.intV[i] = 1;
705 result.val.intV[i] = 0;
712 if (boolValue.val.boolV[i])
714 result.val.floatV[i] = rnd.getFloat(-10.0f, 10.0f);
715 if (result.val.floatV[i] == 0.0f)
716 result.val.floatV[i] = 1.0f;
719 result.val.floatV[i] = 0;
1202 const tcu::Vec4 color = vec4FromPtr(&value.val.samplerV.fillColor[0]);
1213 GLU_CHECK_CALL(glActiveTexture(GL_TEXTURE0 + value.val.samplerV.unit));
1214 m_filledTextureUnits.push_back(value.val.samplerV.unit);
1235 GLU_CHECK_CALL(glActiveTexture(GL_TEXTURE0 + value.val.samplerV.unit));
1236 m_filledTextureUnits.push_back(value.val.samplerV.unit);
1376 DE_STATIC_ASSERT(sizeof(GLint) == sizeof(value.val.intV[0]));
1377 DE_STATIC_ASSERT(sizeof(GLfloat) == sizeof(value.val.floatV[0]));
1380 GLU_CHECK_CALL(glGetUniformfv(programGL, location, &value.val.floatV[0]));
1382 GLU_CHECK_CALL(glGetUniformiv(programGL, location, &value.val.intV[0]));
1387 GLU_CHECK_CALL(glGetUniformiv(programGL, location, &value.val.intV[0]));
1389 value.val.boolV[i] = value.val.intV[i] != 0;
1393 GLU_CHECK_CALL(glGetUniformfv(programGL, location, &value.val.floatV[0]));
1395 value.val.boolV[i] = value.val.floatV[i] != 0.0f;
1402 value.val.samplerV.unit = unit;
1438 if (unifValue.val.VAR_VALUE_MEMBER[i] != (ZERO)) \
1454 if (unifValue.val.samplerV.unit != 0)
1532 const float* const ptr = &valuesToAssign[0].val.floatV[0];
1548 buffer[i] = valuesToAssign[i / typeSize].val.floatV[i % typeSize];
1568 buffer[i] = valuesToAssign[i / typeSize].val.floatV[i % typeSize];
1583 const deInt32* const ptr = &valuesToAssign[0].val.intV[0];
1599 buffer[i] = valuesToAssign[i / typeSize].val.intV[i % typeSize];
1616 GLU_CHECK_CALL(glUniform1i(location, uniform.finalValue.val.samplerV.unit));
1619 const GLint unit = uniform.finalValue.val.samplerV.unit;
1671 DE_ASSERT(basicUniforms[i].finalValue.val.samplerV.unit != basicUniforms[j].finalValue.val.samplerV.unit);
1678 if (glu::isDataTypeSampler(basicUniforms[i].type) && std::find(m_filledTextureUnits.begin(), m_filledTextureUnits.end(), basicUniforms[i].finalValue.val.samplerV.unit) == m_filledTextureUnits.end())