Searched refs:totalActiveMask (Results 1 – 1 of 1) sorted by relevance
398 deUint32 totalActiveMask = 0; in ShaderCase() local414 DE_ASSERT((totalActiveMask & specification.programs[pipelineProgramNdx].activeStageBits) == 0); in ShaderCase()415 totalActiveMask |= specification.programs[pipelineProgramNdx].activeStageBits; in ShaderCase()