Lines Matching refs:finalValue
847 VarValue finalValue; //!< The value we ultimately want to set for this uniform.
863 , finalValue (finalValue_)
899 // Assign the basicUniforms[].finalValue values for uniforms. \note rnd parameter is for booleans (true can be any nonzero value).
901 // Compare the uniform values given in values (obtained with glGetUniform*()) with the basicUniform.finalValue values.
1131 dst << ", " << shaderVarValueStr(uniform.finalValue) << ")";
1383 unifValue = elemUnif->finalValue;
1386 unifValue = uniform.finalValue;
1397 log << TestLog::Message << "// Texture for the sampler uniform " << curName << " will be filled with color " << apiVarValueStr(getSamplerFillValue(uniform.finalValue)) << TestLog::EndMessage;
1531 GLU_CHECK_CALL(glProgramUniform1i(programGL, location, uniform.finalValue.val.samplerV.unit));
1534 const GLint unit = uniform.finalValue.val.samplerV.unit;
1558 if (!apiVarValueEquals(unifValue, uniform.finalValue))
1586 DE_ASSERT(basicUniforms[i].finalValue.val.samplerV.unit != basicUniforms[j].finalValue.val.samplerV.unit);
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);