Lines Matching refs:basicUniforms
898 bool getUniforms (vector<VarValue>& valuesDst, const vector<BasicUniform>& basicUniforms, deUint32 programGL);
899 // Assign the basicUniforms[].finalValue values for uniforms. \note rnd parameter is for booleans (true can be any nonzero value).
900 void assignUniforms (const vector<BasicUniform>& basicUniforms, deUint32 programGL, Random& rnd);
902 bool compareUniformValues (const vector<VarValue>& values, const vector<BasicUniform>& basicUniforms);
904 bool renderTest (const vector<BasicUniform>& basicUniforms, const ShaderProgram& program, Random& rnd);
906 virtual bool test (const vector<BasicUniform>& basicUniforms, const vector<BasicUniformReportRef>& basicUniformReportsRef, const ShaderProgram& program, Random& rnd) = 0;
924 void writeUniformComparisons (std::ostringstream& dst, const vector<BasicUniform>& basicUniforms, const char* variableName) const;
926 string generateVertexSource (const vector<BasicUniform>& basicUniforms) const;
927 string generateFragmentSource (const vector<BasicUniform>& basicUniforms) const;
1134 void UniformCase::writeUniformComparisons (std::ostringstream& dst, const vector<BasicUniform>& basicUniforms, const char* const variableName) const
1136 for (int i = 0; i < (int)basicUniforms.size(); i++)
1138 const BasicUniform& unif = basicUniforms[i];
1143 writeUniformCompareExpr(dst, basicUniforms[i]);
1147 dst << "\t// UNUSED: " << basicUniforms[i].name << "\n";
1151 string UniformCase::generateVertexSource (const vector<BasicUniform>& basicUniforms) const
1171 writeUniformComparisons(result, basicUniforms, "v_vtxOut");
1178 string UniformCase::generateFragmentSource (const vector<BasicUniform>& basicUniforms) const
1198 writeUniformComparisons(result, basicUniforms, "result");
1263 bool UniformCase::getUniforms (vector<VarValue>& valuesDst, const vector<BasicUniform>& basicUniforms, const deUint32 programGL)
1268 for (int unifNdx = 0; unifNdx < (int)basicUniforms.size(); unifNdx++)
1270 const BasicUniform& uniform = basicUniforms[unifNdx];
1340 void UniformCase::assignUniforms (const vector<BasicUniform>& basicUniforms, deUint32 programGL, Random& rnd)
1349 for (int unifNdx = 0; unifNdx < (int)basicUniforms.size(); unifNdx++)
1351 const BasicUniform& uniform = basicUniforms[unifNdx];
1380 const vector<BasicUniform>::const_iterator elemUnif = BasicUniform::findWithName(basicUniforms, curName.c_str());
1381 if (elemUnif == basicUniforms.end())
1543 bool UniformCase::compareUniformValues (const vector<VarValue>& values, const vector<BasicUniform>& basicUniforms)
1548 for (int unifNdx = 0; unifNdx < (int)basicUniforms.size(); unifNdx++)
1550 const BasicUniform& uniform = basicUniforms[unifNdx];
1568 bool UniformCase::renderTest (const vector<BasicUniform>& basicUniforms, const ShaderProgram& program, Random& rnd)
1579 for (int i = 0; i < (int)basicUniforms.size(); i++)
1581 if (glu::isDataTypeSampler(basicUniforms[i].type))
1585 if (glu::isDataTypeSampler(basicUniforms[j].type) && basicUniforms[i].type != basicUniforms[j].type)
1586 DE_ASSERT(basicUniforms[i].finalValue.val.samplerV.unit != basicUniforms[j].finalValue.val.samplerV.unit);
1591 for (int i = 0; i < (int)basicUniforms.size(); i++)
1593 if (glu::isDataTypeSampler(basicUniforms[i].type) && std::find(m_filledTextureUnits.begin(), m_filledTextureUnits.end(), basicUniforms[i].finalValue.val.samplerV.unit) == m_filledTextureUnits.end())
1595 log << TestLog::Message << "// Filling texture at unit " << apiVarValueStr(basicUniforms[i].finalValue) << " with color " << shaderVarValueStr(basicUniforms[i].finalValue) << TestLog::EndMessage;
1596 setupTexture(basicUniforms[i].finalValue);
1647 vector<BasicUniform> basicUniforms;
1653 generateBasicUniforms(basicUniforms, basicUniformReportsRef, m_uniformCollection->getUniform(i).type, m_uniformCollection->getUniform(i).name.c_str(), true, samplerUnitCounter, rnd);
1656 const string vertexSource = generateVertexSource(basicUniforms);
1657 const string fragmentSource = generateFragmentSource(basicUniforms);
1689 const bool success = test(basicUniforms, basicUniformReportsRef, program, rnd);
1723 bool test (const vector<BasicUniform>& basicUniforms, const vector<BasicUniformReportRef>& basicUniformReportsRef, const ShaderProgram& program, Random& rnd);
1789 bool UniformAssignCase::test (const vector<BasicUniform>& basicUniforms, const vector<BasicUniformReportRef>& basicUniformReportsRef, const ShaderProgram& program, Random& rnd)
1798 assignUniforms(basicUniforms, programGL, rnd);
1807 const bool success = getUniforms(values, basicUniforms, program.getProgram());
1815 const bool success = compareUniformValues(values, basicUniforms);
1826 const bool success = renderTest(basicUniforms, program, rnd);