Searched refs:numSamplerUniforms (Results 1 – 3 of 3) sorted by relevance
951 const int numSamplerUniforms = m_uniformCollection->getNumSamplers(); in init() local952 … vertexTexUnitsRequired = m_caseShaderType != CASESHADERTYPE_FRAGMENT ? numSamplerUniforms : 0; in init()953 …t fragmentTexUnitsRequired = m_caseShaderType != CASESHADERTYPE_VERTEX ? numSamplerUniforms : 0; in init()959 DE_ASSERT(numSamplerUniforms <= MAX_NUM_SAMPLER_UNIFORMS); in init()
962 const int numSamplerUniforms = m_uniformCollection->getNumSamplers(); in init() local963 … vertexTexUnitsRequired = m_caseShaderType != CASESHADERTYPE_FRAGMENT ? numSamplerUniforms : 0; in init()964 …t fragmentTexUnitsRequired = m_caseShaderType != CASESHADERTYPE_VERTEX ? numSamplerUniforms : 0; in init()970 DE_ASSERT(numSamplerUniforms <= MAX_NUM_SAMPLER_UNIFORMS); in init()
1133 const int numSamplerUniforms = m_uniformCollection->getNumSamplers(); in init() local1134 … vertexTexUnitsRequired = m_caseShaderType != CASESHADERTYPE_FRAGMENT ? numSamplerUniforms : 0; in init()1135 …t fragmentTexUnitsRequired = m_caseShaderType != CASESHADERTYPE_VERTEX ? numSamplerUniforms : 0; in init()1141 DE_ASSERT(numSamplerUniforms <= MAX_NUM_SAMPLER_UNIFORMS); in init()