Searched refs:current_shader_program (Results 1 – 1 of 1) sorted by relevance
2614 _shader_program& current_shader_program = shader_programs[n_shader_program]; in runPipelineObjectValidationTestMode() local2616 if ((used_shader_stages & current_shader_program.shader_stage) != 0) in runPipelineObjectValidationTestMode()2618 body_raw_ptr = current_shader_program.body_ptr->c_str(); in runPipelineObjectValidationTestMode()2619 *current_shader_program.po_id_ptr = in runPipelineObjectValidationTestMode()2620 gl.createShaderProgramv(current_shader_program.shader_stage_gl, 1, /* count */ in runPipelineObjectValidationTestMode()2625 gl.getProgramiv(*current_shader_program.po_id_ptr, GL_LINK_STATUS, &link_status); in runPipelineObjectValidationTestMode()2634 gl.getProgramInfoLog(*current_shader_program.po_id_ptr, sizeof(info_log), DE_NULL, /* length */ in runPipelineObjectValidationTestMode()2638 << getShaderStageName(current_shader_program.shader_stage) in runPipelineObjectValidationTestMode()2643 << *current_shader_program.body_ptr << "<<\nInfo log\n>>\n" in runPipelineObjectValidationTestMode()2666 _shader_program& current_shader_program = shader_programs[n_shader_program]; in runPipelineObjectValidationTestMode() local[all …]