Lines Matching refs:programID
479 uint32_t programID = m_program->getProgram(); in iterate() local
480 gl.useProgram(programID); in iterate()
493 render(resImage, programID, quadGrid); in iterate()
516 void ShaderRenderCase::setup(int programID) in setup() argument
518 DE_UNREF(programID); in setup()
521 void ShaderRenderCase::setupUniforms(int programID, const Vec4 &constCoords) in setupUniforms() argument
523 DE_UNREF(programID); in setupUniforms()
527 void ShaderRenderCase::setupDefaultInputs(int programID) in setupDefaultInputs() argument
533 setupDefaultUniforms(m_renderCtx, programID); in setupDefaultInputs()
646 void ShaderRenderCase::render(Surface &result, int programID, const QuadGrid &quadGrid) in render() argument
668 setupUniforms(programID, quadGrid.getConstCoords()); in render()
669 setupDefaultInputs(programID); in render()
680 getDefaultVertexArrays(gl, quadGrid, programID, vertexArrays); in render()
681 draw(m_renderCtx, programID, (int)vertexArrays.size(), &vertexArrays[0], in render()
898 void setupDefaultUniforms(const glu::RenderContext &context, uint32_t programID) in setupDefaultUniforms() argument
915 int uniLoc = gl.getUniformLocation(programID, s_boolUniforms[i].name); in setupDefaultUniforms()
939 int uniLoc = gl.getUniformLocation(programID, uni.name); in setupDefaultUniforms()
956 int uniLoc = gl.getUniformLocation(programID, s_intUniforms[i].name); in setupDefaultUniforms()
973 int uniLoc = gl.getUniformLocation(programID, s_ivec2Uniforms[i].name); in setupDefaultUniforms()
990 int uniLoc = gl.getUniformLocation(programID, s_ivec3Uniforms[i].name); in setupDefaultUniforms()
1007 int uniLoc = gl.getUniformLocation(programID, s_ivec4Uniforms[i].name); in setupDefaultUniforms()
1028 int uniLoc = gl.getUniformLocation(programID, s_floatUniforms[i].name); in setupDefaultUniforms()
1046 int uniLoc = gl.getUniformLocation(programID, s_vec2Uniforms[i].name); in setupDefaultUniforms()
1064 int uniLoc = gl.getUniformLocation(programID, s_vec3Uniforms[i].name); in setupDefaultUniforms()
1088 int uniLoc = gl.getUniformLocation(programID, s_vec4Uniforms[i].name); in setupDefaultUniforms()