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Lines Matching refs:is_ok

95 	bool is_ok	= true;  in iterate()  local
114 is_ok = false; in iterate()
132 is_ok = false; in iterate()
143 is_ok = false; in iterate()
170 if (is_ok) in iterate()
229 bool is_ok = true; in iterate() local
243 is_ok &= TurnOnAttributes(true, false); in iterate()
244 is_ok &= DrawAndCheck(false); in iterate()
246 is_ok &= TurnOnAttributes(false, true); in iterate()
247 is_ok &= DrawAndCheck(true); in iterate()
251 is_ok = false; in iterate()
263 if (is_ok) in iterate()
828 bool is_ok = true; in iterate() local
834 is_ok &= PrepareVAO(); in iterate()
836 is_ok &= DrawAndCheck(); in iterate()
840 is_ok = false; in iterate()
852 if (is_ok) in iterate()
1269 bool is_ok = true; in iterate() local
1275 is_ok &= PrepareVAO(false); in iterate()
1277 is_ok &= DrawAndCheck(); in iterate()
1281 is_ok &= PrepareVAO(true); in iterate()
1283 is_ok &= DrawAndCheck(); in iterate()
1287 is_ok = false; in iterate()
1299 if (is_ok) in iterate()
1805 bool is_ok = true; in iterate() local
1817 is_ok &= PrepareVAO<glw::GLfloat>(i, GL_FLOAT, false, ATTRIBUTE_FORMAT_FUNCTION_FLOAT); in iterate()
1818 is_ok &= DrawAndCheck<glw::GLfloat>(i, false); in iterate()
1822 is_ok &= PrepareVAO<glw::GLbyte>(i, GL_BYTE, false, ATTRIBUTE_FORMAT_FUNCTION_FLOAT); in iterate()
1823 is_ok &= DrawAndCheck<glw::GLfloat>(i, false); in iterate()
1827 is_ok &= PrepareVAO<glw::GLbyte>(i, GL_BYTE, true, ATTRIBUTE_FORMAT_FUNCTION_FLOAT); in iterate()
1828 is_ok &= DrawAndCheck<glw::GLfloat>(i, true); in iterate()
1832 is_ok &= PrepareVAO<glw::GLubyte>(i, GL_UNSIGNED_BYTE, false, ATTRIBUTE_FORMAT_FUNCTION_FLOAT); in iterate()
1833 is_ok &= DrawAndCheck<glw::GLfloat>(i, false); in iterate()
1837 is_ok &= PrepareVAO<glw::GLshort>(i, GL_SHORT, false, ATTRIBUTE_FORMAT_FUNCTION_FLOAT); in iterate()
1838 is_ok &= DrawAndCheck<glw::GLfloat>(i, false); in iterate()
1842 is_ok &= PrepareVAO<glw::GLushort>(i, GL_UNSIGNED_SHORT, false, ATTRIBUTE_FORMAT_FUNCTION_FLOAT); in iterate()
1843 is_ok &= DrawAndCheck<glw::GLfloat>(i, false); in iterate()
1847 is_ok &= PrepareVAO<glw::GLint>(i, GL_INT, false, ATTRIBUTE_FORMAT_FUNCTION_FLOAT); in iterate()
1848 is_ok &= DrawAndCheck<glw::GLfloat>(i, false); in iterate()
1852 is_ok &= PrepareVAO<glw::GLuint>(i, GL_UNSIGNED_INT, false, ATTRIBUTE_FORMAT_FUNCTION_FLOAT); in iterate()
1853 is_ok &= DrawAndCheck<glw::GLfloat>(i, false); in iterate()
1864 is_ok &= PrepareVAO<glw::GLdouble>(i, GL_DOUBLE, false, ATTRIBUTE_FORMAT_FUNCTION_DOUBLE); in iterate()
1865 is_ok &= DrawAndCheck<glw::GLdouble>(i, false); in iterate()
1875 is_ok &= PrepareVAO<glw::GLbyte>(i, GL_BYTE, false, ATTRIBUTE_FORMAT_FUNCTION_INTEGER); in iterate()
1876 is_ok &= DrawAndCheck<glw::GLint>(i, false); in iterate()
1880 is_ok &= PrepareVAO<glw::GLubyte>(i, GL_UNSIGNED_BYTE, false, ATTRIBUTE_FORMAT_FUNCTION_INTEGER); in iterate()
1881 is_ok &= DrawAndCheck<glw::GLint>(i, false); in iterate()
1885 is_ok &= PrepareVAO<glw::GLshort>(i, GL_SHORT, false, ATTRIBUTE_FORMAT_FUNCTION_INTEGER); in iterate()
1886 is_ok &= DrawAndCheck<glw::GLint>(i, false); in iterate()
1890is_ok &= PrepareVAO<glw::GLushort>(i, GL_UNSIGNED_SHORT, false, ATTRIBUTE_FORMAT_FUNCTION_INTEGER); in iterate()
1891 is_ok &= DrawAndCheck<glw::GLint>(i, false); in iterate()
1895 is_ok &= PrepareVAO<glw::GLint>(i, GL_INT, false, ATTRIBUTE_FORMAT_FUNCTION_INTEGER); in iterate()
1896 is_ok &= DrawAndCheck<glw::GLint>(i, false); in iterate()
1900 is_ok &= PrepareVAO<glw::GLuint>(i, GL_UNSIGNED_INT, false, ATTRIBUTE_FORMAT_FUNCTION_INTEGER); in iterate()
1901 is_ok &= DrawAndCheck<glw::GLint>(i, false); in iterate()
1910 is_ok = false; in iterate()
1924 if (is_ok) in iterate()
2596 bool is_ok = true; in iterate() local
2602 is_ok &= PrepareVAO(); in iterate()
2604 is_ok &= DrawAndCheck(); in iterate()
2608 is_ok = false; in iterate()
2620 if (is_ok) in iterate()
3020 bool is_ok = true; in iterate() local
3031 is_ok = SetDivisor(2); in iterate()
3033 is_ok = CheckXFB((sizeof(reference) / sizeof(reference[0])), reference, in iterate()
3039 is_ok = SetDivisor(1); in iterate()
3041 is_ok = CheckXFB((sizeof(reference) / sizeof(reference[0])), reference, in iterate()
3047 is_ok = SetDivisor(1); in iterate()
3049 is_ok = CheckXFB((sizeof(reference) / sizeof(reference[0])), reference, in iterate()
3055 is_ok = SetDivisor(0); in iterate()
3057 is_ok = CheckXFB((sizeof(reference) / sizeof(reference[0])), reference, in iterate()
3063 is_ok = SetDivisor(0); in iterate()
3065 is_ok = CheckXFB((sizeof(reference) / sizeof(reference[0])), reference, in iterate()
3071 is_ok = false; in iterate()
3083 if (is_ok) in iterate()
3389 bool is_ok = true; in CheckXFB() local
3424 is_ok = false; in CheckXFB()
3433 return is_ok; in CheckXFB()
3529 bool is_ok = true; in iterate() local
3559 is_ok = false; in iterate()
3568 is_ok = false; in iterate()
3573 is_ok = false; in iterate()
3593 if (is_ok) in iterate()
3648 bool is_ok = true; in iterate() local
3655 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_ENABLED, 0, GL_TRUE); in iterate()
3656 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_ENABLED, 1, GL_TRUE); in iterate()
3657 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_ENABLED, 2, GL_TRUE); in iterate()
3658 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_ENABLED, 3, GL_TRUE); in iterate()
3659 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_ENABLED, 5, GL_FALSE); in iterate()
3661 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_STRIDE, 0, 0); in iterate()
3662 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_STRIDE, 1, 2); in iterate()
3663 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_STRIDE, 2, 0); in iterate()
3664 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_STRIDE, 3, 8); in iterate()
3666 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_TYPE, 0, GL_BYTE); in iterate()
3667 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_TYPE, 1, GL_SHORT); in iterate()
3668 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_TYPE, 2, GL_FLOAT); in iterate()
3669 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_TYPE, 3, GL_UNSIGNED_INT_2_10_10_10_REV); in iterate()
3671 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, 0, GL_TRUE); in iterate()
3672 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, 1, GL_FALSE); in iterate()
3673 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, 2, GL_FALSE); in iterate()
3674 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, 3, GL_FALSE); in iterate()
3676 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_INTEGER, 0, GL_FALSE); in iterate()
3677 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_INTEGER, 1, GL_TRUE); in iterate()
3678 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_INTEGER, 2, GL_FALSE); in iterate()
3679 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_INTEGER, 3, GL_FALSE); in iterate()
3681 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_DIVISOR, 0, 3); in iterate()
3682 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_DIVISOR, 1, 2); in iterate()
3683 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_DIVISOR, 2, 1); in iterate()
3684 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_DIVISOR, 3, 0); in iterate()
3686 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_LONG, 0, GL_FALSE); in iterate()
3687 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_LONG, 1, GL_FALSE); in iterate()
3688 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_LONG, 2, GL_FALSE); in iterate()
3689 is_ok &= Check(GL_VERTEX_ATTRIB_ARRAY_LONG, 3, GL_FALSE); in iterate()
3691 is_ok &= Check(GL_VERTEX_ATTRIB_RELATIVE_OFFSET, 0, 0); in iterate()
3692 is_ok &= Check(GL_VERTEX_ATTRIB_RELATIVE_OFFSET, 1, 0); in iterate()
3693 is_ok &= Check(GL_VERTEX_ATTRIB_RELATIVE_OFFSET, 2, 4); in iterate()
3694 is_ok &= Check(GL_VERTEX_ATTRIB_RELATIVE_OFFSET, 3, 0); in iterate()
3696 is_ok &= Check64(GL_VERTEX_BINDING_OFFSET, 0, 0); in iterate()
3697 is_ok &= Check64(GL_VERTEX_BINDING_OFFSET, 1, 2); in iterate()
3698 is_ok &= Check64(GL_VERTEX_BINDING_OFFSET, 2, 8); in iterate()
3699 is_ok &= Check64(GL_VERTEX_BINDING_OFFSET, 3, 4); in iterate()
3703 is_ok = false; in iterate()
3730 if (is_ok) in iterate()
3936 bool is_ok = true; in iterate() local
3954 is_ok &= CheckIndexed(GL_VERTEX_ATTRIB_ARRAY_ENABLED, i, GL_FALSE); in iterate()
3955 is_ok &= CheckIndexed(GL_VERTEX_ATTRIB_ARRAY_SIZE, i, 4); in iterate()
3956 is_ok &= CheckIndexed(GL_VERTEX_ATTRIB_ARRAY_STRIDE, i, 0); in iterate()
3957 is_ok &= CheckIndexed(GL_VERTEX_ATTRIB_ARRAY_TYPE, i, GL_FLOAT); in iterate()
3958 is_ok &= CheckIndexed(GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, i, GL_FALSE); in iterate()
3959 is_ok &= CheckIndexed(GL_VERTEX_ATTRIB_ARRAY_INTEGER, i, GL_FALSE); in iterate()
3960 is_ok &= CheckIndexed(GL_VERTEX_ATTRIB_ARRAY_DIVISOR, i, 0); in iterate()
3961 is_ok &= CheckIndexed(GL_VERTEX_ATTRIB_ARRAY_LONG, i, GL_FALSE); in iterate()
3962 is_ok &= CheckIndexed(GL_VERTEX_ATTRIB_RELATIVE_OFFSET, i, 0); in iterate()
3963 is_ok &= CheckIndexed64(GL_VERTEX_BINDING_OFFSET, i, 0); in iterate()
3967 is_ok &= Check(GL_ELEMENT_ARRAY_BUFFER_BINDING, 0); in iterate()
3971 is_ok = false; in iterate()
3988 if (is_ok) in iterate()
4142 bool is_ok = true; in iterate() local
4151 is_ok = CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated if n is negative."); in iterate()
4155 is_ok = false; in iterate()
4164 if (is_ok) in iterate()
4240 bool is_ok = true; in iterate() local
4266is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by EnableVertexArra… in iterate()
4271is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by DisableVertexArr… in iterate()
4277 is_ok &= CheckError( in iterate()
4283 is_ok &= CheckError( in iterate()
4289 is_ok &= CheckError( in iterate()
4295 is_ok &= CheckError( in iterate()
4301 is_ok = false; in iterate()
4316 if (is_ok) in iterate()
4392 bool is_ok = true; in iterate() local
4419 is_ok &= in iterate()
4426is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION error is generated by VertexArrayElem… in iterate()
4431 is_ok = false; in iterate()
4451 if (is_ok) in iterate()
4527 bool is_ok = true; in iterate() local
4572is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayVerte… in iterate()
4577is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayVerte… in iterate()
4583is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayVerte… in iterate()
4588is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayVerte… in iterate()
4594is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayVertexBuffer … in iterate()
4599is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayVertexBuffer … in iterate()
4604 is_ok &= in iterate()
4611 is_ok &= CheckError(GL_INVALID_VALUE, in iterate()
4616 is_ok &= CheckError(GL_INVALID_VALUE, in iterate()
4621is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE is generated by VertexArrayVertexBuffer if st… in iterate()
4626 is_ok &= in iterate()
4632 is_ok &= in iterate()
4638is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE is generated by VertexArrayVertexBuffers if a… in iterate()
4643 is_ok = false; in iterate()
4663 if (is_ok) in iterate()
4739 bool is_ok = true; in iterate() local
4804is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribFormat … in iterate()
4809is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribFormat … in iterate()
4814is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribIFormat… in iterate()
4819is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribIFormat… in iterate()
4824is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribLFormat… in iterate()
4829is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribLFormat… in iterate()
4835is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttrib*Format… in iterate()
4840is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttrib*Format… in iterate()
4845is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribIFormat… in iterate()
4850is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribIFormat… in iterate()
4855is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribLFormat… in iterate()
4860is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribLFormat… in iterate()
4866is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttrib*Format… in iterate()
4872is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribIFormat… in iterate()
4878is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribLFormat… in iterate()
4885 is_ok &= CheckError( in iterate()
4891 is_ok &= CheckError( in iterate()
4897 is_ok &= CheckError( in iterate()
4904 is_ok &= CheckError( in iterate()
4910 is_ok &= CheckError( in iterate()
4917is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayAttri… in iterate()
4922is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayAttri… in iterate()
4927is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayAttri… in iterate()
4933is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayAttri… in iterate()
4939is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayAttri… in iterate()
4944 is_ok &= in iterate()
4950is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayAttri… in iterate()
4955 is_ok &= CheckError( in iterate()
4961 is_ok = false; in iterate()
4976 if (is_ok) in iterate()
5052 bool is_ok = true; in iterate() local
5081is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayAttri… in iterate()
5087is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribBinding… in iterate()
5092is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribBinding… in iterate()
5098is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribBinding… in iterate()
5103is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayAttribBinding… in iterate()
5108 is_ok = false; in iterate()
5123 if (is_ok) in iterate()
5199 bool is_ok = true; in iterate() local
5226is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION was not generated by VertexArrayBindi… in iterate()
5232is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayBindingDiviso… in iterate()
5237is_ok &= CheckError(GL_INVALID_VALUE, "INVALID_VALUE was not generated by VertexArrayBindingDiviso… in iterate()
5242 is_ok = false; in iterate()
5257 if (is_ok) in iterate()
5333 bool is_ok = true; in iterate() local
5355is_ok &= CheckError(GL_INVALID_OPERATION, "INVALID_OPERATION error was not generated by GetVertexA… in iterate()
5361 is_ok &= CheckError( in iterate()
5367 is_ok = false; in iterate()
5382 if (is_ok) in iterate()
5458 bool is_ok = true; in iterate() local
5508 is_ok &= in iterate()
5514 is_ok &= in iterate()
5521 is_ok &= CheckError( in iterate()
5528 is_ok &= CheckError( in iterate()
5534 is_ok = false; in iterate()
5549 if (is_ok) in iterate()