Searched defs:uniform_location (Results 1 – 5 of 5) sorted by relevance
374 glw::GLint uniform_location = gl.getUniformLocation(program_object_id, "uni_number_of_steps"); in executePass() local
2121 bool GPUShaderFP64Test1::isMatrixUniform(glw::GLint uniform_location) in isMatrixUniform()2267 const glw::GLint uniform_location = uniform_locations[n_uniform_location]; in verifyErrorGenerationWhenCallingDoubleUniformFunctionsForBooleans() local2487 glw::GLint uniform_location = uniforms[n_uniform]; in verifyErrorGenerationWhenCallingDoubleUniformFunctionsWithInvalidCount() local2606 glw::GLint uniform_location = uniform_locations[n_uniform_location]; in verifyErrorGenerationWhenCallingDoubleUniformFunctionsWithInvalidLocation() local2824 glw::GLint uniform_location = double_uniform_locations[n_uniform_location]; in verifyErrorGenerationWhenCallingMismatchedDoubleUniformFunctions() local2987 int uniform_location = data[n_check * 3 + 1]; in verifyErrorGenerationWhenCallingSizeMismatchedUniformFunctions() local3067 glw::GLint uniform_location = nondouble_uniform_locations[n_uniform_location]; in verifyErrorGenerationWhenCallingTypeMismatchedUniformFunctions() local7098 glw::GLint uniform_location = current_uv_pair.first; in verifyUniformValues() local15380 const glw::GLint uniform_location = gl.getUniformLocation(program_id, uniform_name); in testBegin() local
63 const GLint uniform_location = program.getUniformLocation(name); in checkUniformBinding() local88 const GLint uniform_location = program.getUniformLocation(buffer); in checkUniformArrayBinding() local11307 const GLint uniform_location = program.getUniformLocation("goku"); in prepareUniforms() local13161 const GLint uniform_location = program.getUniformLocation("goku"); in prepareUniforms() local
3640 …GLuint uniform_location = getSubroutineUniformLocation(program_id, uniform_names[uniform], use_pro… in inspectSubroutineBinding() local4321 …const GLint uniform_location = gl.getUniformLocation(program.m_program_object_id, "input_data"… in iterate() local
6120 glw::GLint uniform_location = -1; in test_shader_compilation() local