Searched refs:maxCombinedUnits (Results 1 – 1 of 1) sorted by relevance
395 glw::GLint maxCombinedUnits = 0; // Available uniforms in all the shader stages combined in init() local400 gl.getIntegerv(m_maxCombinedUnitsEnum, &maxCombinedUnits); in init()406 …:TestLog::Message << "Maximum combined units for uniform type: " << maxCombinedUnits << tcu::TestL… in init()421 maxUnits = maxCombinedUnits/2; in init()458 if ( (m_shaderType == SHADERTYPE_ALL) && (maxCombinedUnits < m_numBindings*2) ) in init()768 glw::GLint maxCombinedUnits = 0; // Available uniforms in all the shader stages combined in init() local790 gl.getIntegerv(m_maxCombinedUnitsEnum, &maxCombinedUnits); in init()803 …:TestLog::Message << "Maximum combined units for uniform type: " << maxCombinedUnits << tcu::TestL… in init()818 …s, maxFragmentUnits), de::min(maxTessCtrlUnits, maxTessEvalUnits)), maxCombinedUnits/numShaderStag… in init()876 if ((m_shaderType == SHADERTYPE_ALL) && (maxCombinedUnits < m_numBindings*numShaderStages) ) in init()