Lines Matching refs:params
221 GLint params[ArraySize(props)]; in TEST_P() local
225 params); in TEST_P()
228 EXPECT_EQ(GL_FLOAT_VEC4, params[0]); // type in TEST_P()
229 EXPECT_EQ(1, params[1]); // array_size in TEST_P()
230 EXPECT_EQ(3, params[2]); // location in TEST_P()
231 EXPECT_EQ(9, params[3]); // name_length in TEST_P()
232 EXPECT_EQ(1, params[4]); // referenced_by_vertex_shader in TEST_P()
233 EXPECT_EQ(0, params[5]); // referenced_by_fragment_shader in TEST_P()
234 EXPECT_EQ(0, params[6]); // referenced_by_compute_shader in TEST_P()
241 &length, params); in TEST_P()
244 EXPECT_EQ(GL_FLOAT_VEC4, params[0]); // type in TEST_P()
245 EXPECT_EQ(4, params[1]); // array_size in TEST_P()
246 EXPECT_EQ(2, params[2]); // location in TEST_P()
247 EXPECT_EQ(10, params[3]); // name_length in TEST_P()
248 EXPECT_EQ(0, params[4]); // referenced_by_vertex_shader in TEST_P()
249 EXPECT_EQ(1, params[5]); // referenced_by_fragment_shader in TEST_P()
253 params); in TEST_P()
405 GLint params[ArraySize(props)]; in TEST_P() local
407 params); in TEST_P()
410 EXPECT_EQ(GL_FLOAT_VEC4, params[0]); // type in TEST_P()
411 EXPECT_EQ(1, params[1]); // array_size in TEST_P()
412 EXPECT_EQ(12, params[2]); // location in TEST_P()
413 EXPECT_EQ(6, params[3]); // name_length in TEST_P()
414 EXPECT_EQ(0, params[4]); // referenced_by_vertex_shader in TEST_P()
415 EXPECT_EQ(1, params[5]); // referenced_by_fragment_shader in TEST_P()
416 EXPECT_EQ(0, params[6]); // referenced_by_compute_shader in TEST_P()
417 EXPECT_EQ(-1, params[7]); // array_stride in TEST_P()
418 EXPECT_EQ(-1, params[8]); // block_index in TEST_P()
419 EXPECT_EQ(0, params[9]); // is_row_major in TEST_P()
420 EXPECT_EQ(-1, params[10]); // matrix_stride in TEST_P()
421 EXPECT_EQ(-1, params[11]); // offset in TEST_P()
422 EXPECT_EQ(-1, params[12]); // atomic_counter_buffer_index in TEST_P()
438 params); in TEST_P()
441 EXPECT_EQ(GL_UNSIGNED_INT_ATOMIC_COUNTER, params[0]); // type in TEST_P()
442 EXPECT_EQ(1, params[1]); // array_size in TEST_P()
443 EXPECT_EQ(-1, params[2]); // location in TEST_P()
444 EXPECT_EQ(4, params[3]); // name_length in TEST_P()
445 EXPECT_EQ(1, params[4]); // referenced_by_vertex_shader in TEST_P()
446 EXPECT_EQ(0, params[5]); // referenced_by_fragment_shader in TEST_P()
447 EXPECT_EQ(0, params[6]); // referenced_by_compute_shader in TEST_P()
448 EXPECT_EQ(0, params[7]); // array_stride in TEST_P()
449 EXPECT_EQ(-1, params[8]); // block_index in TEST_P()
450 EXPECT_EQ(0, params[9]); // is_row_major in TEST_P()
451 EXPECT_EQ(0, params[10]); // matrix_stride in TEST_P()
452 EXPECT_EQ(4, params[11]); // offset in TEST_P()
453 EXPECT_NE(-1, params[12]); // atomic_counter_buffer_index in TEST_P()
504 GLint params[kBufSize]; in TEST_P() local
508 params[propCount] = magic; in TEST_P()
510 params); in TEST_P()
513 EXPECT_EQ(2, params[0]); // buffer_binding in TEST_P()
514 EXPECT_NE(0, params[1]); // buffer_data_size in TEST_P()
515 EXPECT_EQ(10, params[2]); // name_length in TEST_P()
516 EXPECT_EQ(2, params[3]); // num_active_variables in TEST_P()
517 EXPECT_LE(0, params[4]); // index of 'f1' or 'f2' in TEST_P()
518 EXPECT_LE(0, params[5]); // index of 'f1' or 'f2' in TEST_P()
519 EXPECT_EQ(1, params[6]); // referenced_by_vertex_shader in TEST_P()
520 EXPECT_EQ(0, params[7]); // referenced_by_fragment_shader in TEST_P()
521 EXPECT_EQ(magic, params[8]); in TEST_P()
524 params); in TEST_P()
527 EXPECT_EQ(0, params[8]); // referenced_by_compute_shader in TEST_P()
531 params[1] = magic; in TEST_P()
533 &length, params); in TEST_P()
536 EXPECT_LE(0, params[0]); // index of 'f1' or 'f2' in TEST_P()
537 EXPECT_EQ(magic, params[1]); in TEST_P()
582 GLint params[ArraySize(props)]; in TEST_P() local
585 &length, params); in TEST_P()
588 EXPECT_EQ(2, params[0]); // buffer_binding in TEST_P()
589 EXPECT_EQ(2, params[1]); // num_active_variables in TEST_P()
590 EXPECT_EQ(1, params[2]); // referenced_by_vertex_shader in TEST_P()
591 EXPECT_EQ(1, params[3]); // referenced_by_fragment_shader in TEST_P()
592 EXPECT_EQ(0, params[4]); // referenced_by_compute_shader in TEST_P()
671 GLint params[kBufSize]; in TEST_P() local
674 params); in TEST_P()
677 EXPECT_EQ(1, params[0]); // array_size in TEST_P()
678 EXPECT_LE(0, params[1]); // array_stride in TEST_P()
679 EXPECT_LE(0, params[2]); // block_index in TEST_P()
680 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
681 EXPECT_EQ(0, params[4]); // matrix_stride in TEST_P()
682 EXPECT_EQ(14, params[5]); // name_length in TEST_P()
683 EXPECT_LE(0, params[6]); // offset in TEST_P()
685 EXPECT_EQ(1, params[7]); // referenced_by_vertex_shader in TEST_P()
686 EXPECT_EQ(1, params[8]); // referenced_by_fragment_shader in TEST_P()
687 EXPECT_EQ(0, params[9]); // referenced_by_compute_shader in TEST_P()
689 EXPECT_EQ(1, params[10]); // top_level_array_size in TEST_P()
690 EXPECT_LE(0, params[11]); // top_level_array_stride in TEST_P()
692 EXPECT_EQ(GL_FLOAT, params[12]); // type in TEST_P()
704 params); in TEST_P()
707 EXPECT_EQ(1, params[0]); // array_size in TEST_P()
708 EXPECT_LE(0, params[1]); // array_stride in TEST_P()
709 EXPECT_LE(0, params[2]); // block_index in TEST_P()
710 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
711 EXPECT_EQ(0, params[4]); // matrix_stride in TEST_P()
712 EXPECT_EQ(8, params[5]); // name_length in TEST_P()
713 EXPECT_LE(0, params[6]); // offset in TEST_P()
715 EXPECT_EQ(1, params[7]); // referenced_by_vertex_shader in TEST_P()
716 EXPECT_EQ(0, params[8]); // referenced_by_fragment_shader in TEST_P()
717 EXPECT_EQ(0, params[9]); // referenced_by_compute_shader in TEST_P()
719 EXPECT_EQ(2, params[10]); // top_level_array_size in TEST_P()
720 EXPECT_EQ(80, params[11]); // top_level_array_stride in TEST_P()
722 EXPECT_EQ(GL_FLOAT_VEC3, params[12]); // type in TEST_P()
786 GLint params[kBufSize]; in TEST_P() local
789 params); in TEST_P()
792 EXPECT_EQ(2, params[0]); // array_size in TEST_P()
793 EXPECT_LE(4, params[1]); // array_stride in TEST_P()
794 EXPECT_LE(0, params[2]); // block_index in TEST_P()
795 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
796 EXPECT_EQ(0, params[4]); // matrix_stride in TEST_P()
797 EXPECT_EQ(13, params[5]); // name_length in TEST_P()
798 EXPECT_EQ(4, params[6]); // offset in TEST_P()
800 EXPECT_EQ(0, params[7]); // referenced_by_vertex_shader in TEST_P()
801 EXPECT_EQ(0, params[8]); // referenced_by_fragment_shader in TEST_P()
802 EXPECT_EQ(1, params[9]); // referenced_by_compute_shader in TEST_P()
804 EXPECT_EQ(1, params[10]); // top_level_array_size in TEST_P()
805 EXPECT_EQ(0, params[11]); // top_level_array_stride in TEST_P()
806 EXPECT_EQ(GL_UNSIGNED_INT, params[12]); // type in TEST_P()
818 params); in TEST_P()
821 EXPECT_EQ(1, params[0]); // array_size in TEST_P()
822 EXPECT_LE(0, params[1]); // array_stride in TEST_P()
823 EXPECT_LE(0, params[2]); // block_index in TEST_P()
824 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
825 EXPECT_EQ(8, params[4]); // matrix_stride in TEST_P()
826 EXPECT_EQ(12, params[5]); // name_length in TEST_P()
827 EXPECT_EQ(24, params[6]); // offset in TEST_P()
829 EXPECT_EQ(0, params[7]); // referenced_by_vertex_shader in TEST_P()
830 EXPECT_EQ(0, params[8]); // referenced_by_fragment_shader in TEST_P()
835 EXPECT_EQ(1, params[10]); // top_level_array_size in TEST_P()
836 EXPECT_EQ(0, params[11]); // top_level_array_stride in TEST_P()
837 EXPECT_EQ(GL_FLOAT_MAT2, params[12]); // type in TEST_P()
899 GLint params[kBufSize]; in TEST_P() local
901 params); in TEST_P()
904 EXPECT_EQ(1, params[0]); // array_size in TEST_P()
905 EXPECT_LE(0, params[1]); // array_stride in TEST_P()
906 EXPECT_LE(0, params[2]); // block_index in TEST_P()
907 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
908 EXPECT_EQ(8, params[4]); // matrix_stride in TEST_P()
909 EXPECT_EQ(19, params[5]); // name_length in TEST_P()
910 EXPECT_EQ(64, params[6]); // offset in TEST_P()
912 EXPECT_EQ(0, params[7]); // referenced_by_vertex_shader in TEST_P()
913 EXPECT_EQ(0, params[8]); // referenced_by_fragment_shader in TEST_P()
917 EXPECT_EQ(3, params[10]); // top_level_array_size in TEST_P()
918 EXPECT_EQ(48, params[11]); // top_level_array_stride in TEST_P()
919 EXPECT_EQ(GL_FLOAT_MAT2, params[12]); // type in TEST_P()
931 params); in TEST_P()
934 EXPECT_EQ(3, params[0]); // array_size in TEST_P()
935 EXPECT_LE(0, params[1]); // array_stride in TEST_P()
936 EXPECT_LE(0, params[2]); // block_index in TEST_P()
937 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
938 EXPECT_EQ(0, params[4]); // matrix_stride in TEST_P()
939 EXPECT_EQ(17, params[5]); // name_length in TEST_P()
940 EXPECT_EQ(4, params[6]); // offset in TEST_P()
942 EXPECT_EQ(0, params[7]); // referenced_by_vertex_shader in TEST_P()
943 EXPECT_EQ(0, params[8]); // referenced_by_fragment_shader in TEST_P()
944 EXPECT_EQ(1, params[9]); // referenced_by_compute_shader in TEST_P()
945 EXPECT_EQ(4, params[10]); // top_level_array_size in TEST_P()
946 EXPECT_EQ(12, params[11]); // top_level_array_stride in TEST_P()
947 EXPECT_EQ(GL_UNSIGNED_INT, params[12]); // type in TEST_P()
1022 GLint params[kBufSize]; in TEST_P() local
1025 &length, params); in TEST_P()
1028 EXPECT_LE(0, params[0]); // active_variables s0.a in TEST_P()
1029 EXPECT_LE(0, params[1]); // active_variables s0.b in TEST_P()
1030 EXPECT_LE(0, params[2]); // active_variables v0 in TEST_P()
1031 EXPECT_LE(0, params[3]); // active_variables s1[0].a in TEST_P()
1032 EXPECT_LE(0, params[4]); // active_variables s1[0].b in TEST_P()
1033 EXPECT_LE(0, params[5]); // active_variables u0 in TEST_P()
1034 EXPECT_EQ(0, params[6]); // buffer_binding in TEST_P()
1035 EXPECT_EQ(6, params[7]); // num_active_variables in TEST_P()
1036 EXPECT_LE(0, params[8]); // buffer_data_size in TEST_P()
1037 EXPECT_EQ(11, params[9]); // name_length in TEST_P()
1039 EXPECT_EQ(1, params[10]); // referenced_by_vertex_shader in TEST_P()
1040 EXPECT_EQ(0, params[11]); // referenced_by_fragment_shader in TEST_P()
1041 EXPECT_EQ(0, params[12]); // referenced_by_compute_shader in TEST_P()
1095 GLint params[kBufSize]; in TEST_P() local
1099 atomicProps, kBufSize, &length2, params); in TEST_P()
1103 EXPECT_LE(0, params[0]); // active_variables acbase in TEST_P()
1104 EXPECT_LE(0, params[1]); // active_variables ac[1] in TEST_P()
1105 EXPECT_LE(0, params[2]); // active_variables ac2 in TEST_P()
1106 EXPECT_EQ(0, params[3]); // buffer_binding in TEST_P()
1107 EXPECT_EQ(3, params[4]); // num_active_variables in TEST_P()
1108 EXPECT_EQ(16, params[5]); // buffer_data_size in TEST_P()
1110 EXPECT_EQ(0, params[6]); // referenced_by_vertex_shader in TEST_P()
1111 EXPECT_EQ(0, params[7]); // referenced_by_fragment_shader in TEST_P()
1112 EXPECT_EQ(1, params[8]); // referenced_by_compute_shader in TEST_P()
1191 GLint params[ArraySize(props)]; in TEST_P() local
1195 &length, params); in TEST_P()
1198 EXPECT_EQ(GL_FLOAT_VEC3, params[0]); // type in TEST_P()
1199 EXPECT_EQ(1, params[1]); // array_size in TEST_P()
1200 EXPECT_EQ(21, params[2]); // name_length in TEST_P()
1204 &length, params); in TEST_P()
1207 EXPECT_EQ(GL_FLOAT_VEC2, params[0]); // type in TEST_P()
1208 EXPECT_EQ(2, params[1]); // array_size in TEST_P()
1209 EXPECT_EQ(14, params[2]); // name_length in TEST_P()