Lines Matching refs:compileOptions
225 ShCompileOptions compileOptions, in CheckShaderCompilation() argument
228 bool success = sh::Compile(compiler, &source, 1, compileOptions) != 0; in CheckShaderCompilation()
262 ShCompileOptions compileOptions = SH_LIMIT_EXPRESSION_COMPLEXITY; in TEST_F() local
267 compileOptions, nullptr)); in TEST_F()
271 compileOptions, kExpressionTooComplex)); in TEST_F()
275 compileOptions & ~SH_LIMIT_EXPRESSION_COMPLEXITY, nullptr)); in TEST_F()
284 ShCompileOptions compileOptions = SH_LIMIT_EXPRESSION_COMPLEXITY; in TEST_F() local
290 compileOptions, nullptr)); in TEST_F()
295 compileOptions, kExpressionTooComplex)); in TEST_F()
300 compileOptions & ~SH_LIMIT_EXPRESSION_COMPLEXITY, nullptr)); in TEST_F()
309 ShCompileOptions compileOptions = SH_LIMIT_CALL_STACK_DEPTH; in TEST_F() local
314 compileOptions, nullptr)); in TEST_F()
318 compileOptions, kCallStackTooDeep)); in TEST_F()
322 compileOptions & ~SH_LIMIT_CALL_STACK_DEPTH, nullptr)); in TEST_F()
331 ShCompileOptions compileOptions = SH_LIMIT_CALL_STACK_DEPTH; in TEST_F() local
336 compileOptions, nullptr)); in TEST_F()
340 compileOptions, kCallStackTooDeep)); in TEST_F()
344 compileOptions & ~SH_LIMIT_CALL_STACK_DEPTH, nullptr)); in TEST_F()
353 ShCompileOptions compileOptions = 0; in TEST_F() local
512 EXPECT_TRUE(CheckShaderCompilation(vertexCompiler, shaderWithRecursion0, compileOptions, in TEST_F()
515 EXPECT_TRUE(CheckShaderCompilation(vertexCompiler, shaderWithRecursion1, compileOptions, in TEST_F()
518 EXPECT_TRUE(CheckShaderCompilation(vertexCompiler, shaderWithRecursion2, compileOptions, in TEST_F()
521 EXPECT_TRUE(CheckShaderCompilation(vertexCompiler, shaderWithRecursion3, compileOptions, in TEST_F()
524 EXPECT_TRUE(CheckShaderCompilation(vertexCompiler, shaderWithRecursion4, compileOptions, in TEST_F()
527 EXPECT_TRUE(CheckShaderCompilation(vertexCompiler, shaderWithRecursion5, compileOptions, in TEST_F()
531 EXPECT_TRUE(CheckShaderCompilation(vertexCompiler, shaderWithRecursion6, compileOptions, in TEST_F()
533 EXPECT_TRUE(CheckShaderCompilation(vertexCompiler, shaderWithRecursion7, compileOptions, in TEST_F()
535 EXPECT_TRUE(CheckShaderCompilation(vertexCompiler, shaderWithRecursion8, compileOptions, in TEST_F()
540 compileOptions | SH_LIMIT_CALL_STACK_DEPTH, kHasRecursion)); in TEST_F()
544 CheckShaderCompilation(vertexCompiler, shaderWithNoRecursion, compileOptions, nullptr)); in TEST_F()
547 compileOptions | SH_LIMIT_CALL_STACK_DEPTH, nullptr)); in TEST_F()
556 ShCompileOptions compileOptions = SH_LIMIT_EXPRESSION_COMPLEXITY; in TEST_F() local
561 compileOptions, nullptr)); in TEST_F()
565 compileOptions, kTooManyParameters)); in TEST_F()
569 compileOptions & ~SH_LIMIT_EXPRESSION_COMPLEXITY, nullptr)); in TEST_F()
578 ShCompileOptions compileOptions = SH_LIMIT_EXPRESSION_COMPLEXITY; in TEST_F() local
583 compileOptions, kExpressionTooComplex)); in TEST_F()
587 compileOptions & ~SH_LIMIT_EXPRESSION_COMPLEXITY, nullptr)); in TEST_F()
592 compileOptions, kTooComplexSwitch)); in TEST_F()
601 ShCompileOptions compileOptions = SH_LIMIT_EXPRESSION_COMPLEXITY; in TEST_F() local
607 compileOptions, kExpressionTooComplex)); in TEST_F()
612 compileOptions & ~SH_LIMIT_EXPRESSION_COMPLEXITY, nullptr)); in TEST_F()
616 compiler, GenerateShaderWithNestingInsideGlobalInitializer(5000).c_str(), compileOptions, in TEST_F()