Lines Matching refs:params
26 const ProgramInterfaceTestParams ¶ms = paramsInfo.param; in ProgramInterfaceTestPrint() local
29 out << std::get<0>(params); in ProgramInterfaceTestPrint()
31 if (std::get<1>(params)) in ProgramInterfaceTestPrint()
279 GLint params[ArraySize(props)]; in TEST_P() local
283 params); in TEST_P()
286 EXPECT_EQ(GL_FLOAT_VEC4, params[0]); // type in TEST_P()
287 EXPECT_EQ(1, params[1]); // array_size in TEST_P()
288 EXPECT_EQ(3, params[2]); // location in TEST_P()
289 EXPECT_EQ(9, params[3]); // name_length in TEST_P()
290 EXPECT_EQ(1, params[4]); // referenced_by_vertex_shader in TEST_P()
291 EXPECT_EQ(0, params[5]); // referenced_by_fragment_shader in TEST_P()
292 EXPECT_EQ(0, params[6]); // referenced_by_compute_shader in TEST_P()
299 &length, params); in TEST_P()
302 EXPECT_EQ(GL_FLOAT_VEC4, params[0]); // type in TEST_P()
303 EXPECT_EQ(4, params[1]); // array_size in TEST_P()
304 EXPECT_EQ(2, params[2]); // location in TEST_P()
305 EXPECT_EQ(10, params[3]); // name_length in TEST_P()
306 EXPECT_EQ(0, params[4]); // referenced_by_vertex_shader in TEST_P()
307 EXPECT_EQ(1, params[5]); // referenced_by_fragment_shader in TEST_P()
311 params); in TEST_P()
467 GLint params[ArraySize(props)]; in TEST_P() local
469 params); in TEST_P()
472 EXPECT_EQ(GL_FLOAT_VEC4, params[0]); // type in TEST_P()
473 EXPECT_EQ(1, params[1]); // array_size in TEST_P()
474 EXPECT_EQ(12, params[2]); // location in TEST_P()
475 EXPECT_EQ(6, params[3]); // name_length in TEST_P()
476 EXPECT_EQ(0, params[4]); // referenced_by_vertex_shader in TEST_P()
477 EXPECT_EQ(1, params[5]); // referenced_by_fragment_shader in TEST_P()
478 EXPECT_EQ(0, params[6]); // referenced_by_compute_shader in TEST_P()
479 EXPECT_EQ(-1, params[7]); // array_stride in TEST_P()
480 EXPECT_EQ(-1, params[8]); // block_index in TEST_P()
481 EXPECT_EQ(0, params[9]); // is_row_major in TEST_P()
482 EXPECT_EQ(-1, params[10]); // matrix_stride in TEST_P()
483 EXPECT_EQ(-1, params[11]); // offset in TEST_P()
484 EXPECT_EQ(-1, params[12]); // atomic_counter_buffer_index in TEST_P()
500 params); in TEST_P()
503 EXPECT_EQ(GL_UNSIGNED_INT_ATOMIC_COUNTER, params[0]); // type in TEST_P()
504 EXPECT_EQ(1, params[1]); // array_size in TEST_P()
505 EXPECT_EQ(-1, params[2]); // location in TEST_P()
506 EXPECT_EQ(4, params[3]); // name_length in TEST_P()
507 EXPECT_EQ(1, params[4]); // referenced_by_vertex_shader in TEST_P()
508 EXPECT_EQ(0, params[5]); // referenced_by_fragment_shader in TEST_P()
509 EXPECT_EQ(0, params[6]); // referenced_by_compute_shader in TEST_P()
510 EXPECT_EQ(0, params[7]); // array_stride in TEST_P()
511 EXPECT_EQ(-1, params[8]); // block_index in TEST_P()
512 EXPECT_EQ(0, params[9]); // is_row_major in TEST_P()
513 EXPECT_EQ(0, params[10]); // matrix_stride in TEST_P()
514 EXPECT_EQ(4, params[11]); // offset in TEST_P()
515 EXPECT_NE(-1, params[12]); // atomic_counter_buffer_index in TEST_P()
567 GLint params[kBufSize]; in TEST_P() local
571 params[propCount] = magic; in TEST_P()
573 params); in TEST_P()
576 EXPECT_EQ(2, params[0]); // buffer_binding in TEST_P()
577 EXPECT_NE(0, params[1]); // buffer_data_size in TEST_P()
578 EXPECT_EQ(10, params[2]); // name_length in TEST_P()
579 EXPECT_EQ(2, params[3]); // num_active_variables in TEST_P()
580 EXPECT_LE(0, params[4]); // index of 'f1' or 'f2' in TEST_P()
581 EXPECT_LE(0, params[5]); // index of 'f1' or 'f2' in TEST_P()
582 EXPECT_EQ(1, params[6]); // referenced_by_vertex_shader in TEST_P()
583 EXPECT_EQ(0, params[7]); // referenced_by_fragment_shader in TEST_P()
584 EXPECT_EQ(magic, params[8]); in TEST_P()
587 params); in TEST_P()
590 EXPECT_EQ(0, params[8]); // referenced_by_compute_shader in TEST_P()
594 params[1] = magic; in TEST_P()
596 &length, params); in TEST_P()
599 EXPECT_LE(0, params[0]); // index of 'f1' or 'f2' in TEST_P()
600 EXPECT_EQ(magic, params[1]); in TEST_P()
651 GLint params[ArraySize(props)]; in TEST_P() local
654 &length, params); in TEST_P()
657 EXPECT_EQ(2, params[0]); // buffer_binding in TEST_P()
658 EXPECT_EQ(2, params[1]); // num_active_variables in TEST_P()
659 EXPECT_EQ(1, params[2]); // referenced_by_vertex_shader in TEST_P()
660 EXPECT_EQ(1, params[3]); // referenced_by_fragment_shader in TEST_P()
661 EXPECT_EQ(0, params[4]); // referenced_by_compute_shader in TEST_P()
741 GLint params[kBufSize]; in TEST_P() local
744 params); in TEST_P()
747 EXPECT_EQ(1, params[0]); // array_size in TEST_P()
748 EXPECT_LE(0, params[1]); // array_stride in TEST_P()
749 EXPECT_LE(0, params[2]); // block_index in TEST_P()
750 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
751 EXPECT_EQ(0, params[4]); // matrix_stride in TEST_P()
752 EXPECT_EQ(14, params[5]); // name_length in TEST_P()
753 EXPECT_LE(0, params[6]); // offset in TEST_P()
755 EXPECT_EQ(1, params[7]); // referenced_by_vertex_shader in TEST_P()
756 EXPECT_EQ(1, params[8]); // referenced_by_fragment_shader in TEST_P()
757 EXPECT_EQ(0, params[9]); // referenced_by_compute_shader in TEST_P()
759 EXPECT_EQ(1, params[10]); // top_level_array_size in TEST_P()
760 EXPECT_LE(0, params[11]); // top_level_array_stride in TEST_P()
762 EXPECT_EQ(GL_FLOAT, params[12]); // type in TEST_P()
774 params); in TEST_P()
777 EXPECT_EQ(1, params[0]); // array_size in TEST_P()
778 EXPECT_LE(0, params[1]); // array_stride in TEST_P()
779 EXPECT_LE(0, params[2]); // block_index in TEST_P()
780 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
781 EXPECT_EQ(0, params[4]); // matrix_stride in TEST_P()
782 EXPECT_EQ(8, params[5]); // name_length in TEST_P()
783 EXPECT_LE(0, params[6]); // offset in TEST_P()
785 EXPECT_EQ(1, params[7]); // referenced_by_vertex_shader in TEST_P()
786 EXPECT_EQ(0, params[8]); // referenced_by_fragment_shader in TEST_P()
787 EXPECT_EQ(0, params[9]); // referenced_by_compute_shader in TEST_P()
789 EXPECT_EQ(2, params[10]); // top_level_array_size in TEST_P()
790 EXPECT_EQ(80, params[11]); // top_level_array_stride in TEST_P()
792 EXPECT_EQ(GL_FLOAT_VEC3, params[12]); // type in TEST_P()
857 GLint params[kBufSize]; in TEST_P() local
860 params); in TEST_P()
863 EXPECT_EQ(2, params[0]); // array_size in TEST_P()
864 EXPECT_LE(4, params[1]); // array_stride in TEST_P()
865 EXPECT_LE(0, params[2]); // block_index in TEST_P()
866 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
867 EXPECT_EQ(0, params[4]); // matrix_stride in TEST_P()
868 EXPECT_EQ(13, params[5]); // name_length in TEST_P()
869 EXPECT_EQ(4, params[6]); // offset in TEST_P()
871 EXPECT_EQ(0, params[7]); // referenced_by_vertex_shader in TEST_P()
872 EXPECT_EQ(0, params[8]); // referenced_by_fragment_shader in TEST_P()
873 EXPECT_EQ(1, params[9]); // referenced_by_compute_shader in TEST_P()
875 EXPECT_EQ(1, params[10]); // top_level_array_size in TEST_P()
876 EXPECT_EQ(0, params[11]); // top_level_array_stride in TEST_P()
877 EXPECT_EQ(GL_UNSIGNED_INT, params[12]); // type in TEST_P()
889 params); in TEST_P()
892 EXPECT_EQ(1, params[0]); // array_size in TEST_P()
893 EXPECT_LE(0, params[1]); // array_stride in TEST_P()
894 EXPECT_LE(0, params[2]); // block_index in TEST_P()
895 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
896 EXPECT_EQ(8, params[4]); // matrix_stride in TEST_P()
897 EXPECT_EQ(12, params[5]); // name_length in TEST_P()
898 EXPECT_EQ(24, params[6]); // offset in TEST_P()
900 EXPECT_EQ(0, params[7]); // referenced_by_vertex_shader in TEST_P()
901 EXPECT_EQ(0, params[8]); // referenced_by_fragment_shader in TEST_P()
906 EXPECT_EQ(1, params[10]); // top_level_array_size in TEST_P()
907 EXPECT_EQ(0, params[11]); // top_level_array_stride in TEST_P()
908 EXPECT_EQ(GL_FLOAT_MAT2, params[12]); // type in TEST_P()
971 GLint params[kBufSize]; in TEST_P() local
973 params); in TEST_P()
976 EXPECT_EQ(1, params[0]); // array_size in TEST_P()
977 EXPECT_LE(0, params[1]); // array_stride in TEST_P()
978 EXPECT_LE(0, params[2]); // block_index in TEST_P()
979 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
980 EXPECT_EQ(8, params[4]); // matrix_stride in TEST_P()
981 EXPECT_EQ(19, params[5]); // name_length in TEST_P()
982 EXPECT_EQ(64, params[6]); // offset in TEST_P()
984 EXPECT_EQ(0, params[7]); // referenced_by_vertex_shader in TEST_P()
985 EXPECT_EQ(0, params[8]); // referenced_by_fragment_shader in TEST_P()
989 EXPECT_EQ(3, params[10]); // top_level_array_size in TEST_P()
990 EXPECT_EQ(48, params[11]); // top_level_array_stride in TEST_P()
991 EXPECT_EQ(GL_FLOAT_MAT2, params[12]); // type in TEST_P()
1003 params); in TEST_P()
1006 EXPECT_EQ(3, params[0]); // array_size in TEST_P()
1007 EXPECT_LE(0, params[1]); // array_stride in TEST_P()
1008 EXPECT_LE(0, params[2]); // block_index in TEST_P()
1009 EXPECT_EQ(0, params[3]); // is_row_major in TEST_P()
1010 EXPECT_EQ(0, params[4]); // matrix_stride in TEST_P()
1011 EXPECT_EQ(17, params[5]); // name_length in TEST_P()
1012 EXPECT_EQ(4, params[6]); // offset in TEST_P()
1014 EXPECT_EQ(0, params[7]); // referenced_by_vertex_shader in TEST_P()
1015 EXPECT_EQ(0, params[8]); // referenced_by_fragment_shader in TEST_P()
1016 EXPECT_EQ(1, params[9]); // referenced_by_compute_shader in TEST_P()
1017 EXPECT_EQ(4, params[10]); // top_level_array_size in TEST_P()
1018 EXPECT_EQ(12, params[11]); // top_level_array_stride in TEST_P()
1019 EXPECT_EQ(GL_UNSIGNED_INT, params[12]); // type in TEST_P()
1095 GLint params[kBufSize]; in TEST_P() local
1098 &length, params); in TEST_P()
1101 EXPECT_LE(0, params[0]); // active_variables s0.a in TEST_P()
1102 EXPECT_LE(0, params[1]); // active_variables s0.b in TEST_P()
1103 EXPECT_LE(0, params[2]); // active_variables v0 in TEST_P()
1104 EXPECT_LE(0, params[3]); // active_variables s1[0].a in TEST_P()
1105 EXPECT_LE(0, params[4]); // active_variables s1[0].b in TEST_P()
1106 EXPECT_LE(0, params[5]); // active_variables u0 in TEST_P()
1107 EXPECT_EQ(0, params[6]); // buffer_binding in TEST_P()
1108 EXPECT_EQ(6, params[7]); // num_active_variables in TEST_P()
1109 EXPECT_LE(0, params[8]); // buffer_data_size in TEST_P()
1110 EXPECT_EQ(11, params[9]); // name_length in TEST_P()
1112 EXPECT_EQ(1, params[10]); // referenced_by_vertex_shader in TEST_P()
1113 EXPECT_EQ(0, params[11]); // referenced_by_fragment_shader in TEST_P()
1114 EXPECT_EQ(0, params[12]); // referenced_by_compute_shader in TEST_P()
1169 GLint params[kBufSize]; in TEST_P() local
1173 atomicProps, kBufSize, &length2, params); in TEST_P()
1177 EXPECT_LE(0, params[0]); // active_variables acbase in TEST_P()
1178 EXPECT_LE(0, params[1]); // active_variables ac[1] in TEST_P()
1179 EXPECT_LE(0, params[2]); // active_variables ac2 in TEST_P()
1180 EXPECT_EQ(0, params[3]); // buffer_binding in TEST_P()
1181 EXPECT_EQ(3, params[4]); // num_active_variables in TEST_P()
1182 EXPECT_EQ(16, params[5]); // buffer_data_size in TEST_P()
1184 EXPECT_EQ(0, params[6]); // referenced_by_vertex_shader in TEST_P()
1185 EXPECT_EQ(0, params[7]); // referenced_by_fragment_shader in TEST_P()
1186 EXPECT_EQ(1, params[8]); // referenced_by_compute_shader in TEST_P()
1265 GLint params[ArraySize(props)]; in TEST_P() local
1269 &length, params); in TEST_P()
1272 EXPECT_EQ(GL_FLOAT_VEC3, params[0]); // type in TEST_P()
1273 EXPECT_EQ(1, params[1]); // array_size in TEST_P()
1274 EXPECT_EQ(21, params[2]); // name_length in TEST_P()
1278 &length, params); in TEST_P()
1281 EXPECT_EQ(GL_FLOAT_VEC2, params[0]); // type in TEST_P()
1282 EXPECT_EQ(2, params[1]); // array_size in TEST_P()
1283 EXPECT_EQ(14, params[2]); // name_length in TEST_P()