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Lines Matching full:program

30 // When a program link or relink fails, if you try to install the unsuccessfully
31 // linked program (via UseProgram) and start rendering or dispatch compute,
33 // The result depends on the previous state: Whether a valid program is
35 // If a program successfully relinks when it is in use, the program might
36 // change from a rendering program to a compute program in theory,
39 // When program link fails and no valid rendering program is installed in the GL
44 GLuint program = glCreateProgram(); in TEST_P() local
46 glLinkProgram(program); in TEST_P()
48 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in TEST_P()
51 glUseProgram(program); in TEST_P()
58 // When program link or relink fails and a valid rendering program is installed
59 // in the GL state before the link, using the failed program via UseProgram
64 // Install a render program in current GL state via UseProgram, then render. in TEST_P()
69 GLuint program = glCreateProgram(); in TEST_P() local
77 glAttachShader(program, vs); in TEST_P()
80 glAttachShader(program, fs); in TEST_P()
83 glLinkProgram(program); in TEST_P()
86 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in TEST_P()
91 glUseProgram(program); in TEST_P()
99 // Link failure, and a valid program has been installed in the GL state. in TEST_P()
113 // Using the unsuccessfully linked program should report an error. in TEST_P()
117 // Using the unsuccessfully linked program, that program should not in TEST_P()
118 // replace the program binary residing in the GL state. It will not make in TEST_P()
119 // the installed program invalid either, like what UseProgram(0) can do. in TEST_P()
127 // We try to relink the installed program, but make it fail. in TEST_P()
130 glDetachShader(program, vs); in TEST_P()
131 glLinkProgram(program); in TEST_P()
132 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in TEST_P()
143 // Using the unsuccessfully relinked program should report an error. in TEST_P()
144 glUseProgram(program); in TEST_P()
147 // Using the unsuccessfully relinked program, that program should not in TEST_P()
148 // replace the program binary residing in the GL state. It will not make in TEST_P()
149 // the installed program invalid either, like what UseProgram(0) can do. in TEST_P()
175 ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), kFS); in TEST_P()
176 glUseProgram(program); in TEST_P()
178 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); in TEST_P()
182 GLint loc = glGetUniformLocation(program, "u_uniform"); in TEST_P()
186 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); in TEST_P()
190 glLinkProgram(program); in TEST_P()
193 drawQuad(program, essl1_shaders::PositionAttrib(), 0.5f, 1.0f, true); in TEST_P()
198 // When program link fails and no valid compute program is installed in the GL
204 GLuint program = glCreateProgram(); in TEST_P() local
206 glLinkProgram(program); in TEST_P()
208 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in TEST_P()
211 glUseProgram(program); in TEST_P()
218 // When program link or relink fails and a valid compute program is installed in
219 // the GL state before the link, using the failed program via UseProgram should
223 // Install a compute program in the GL state via UseProgram, then dispatch in TEST_P()
232 GLuint program = glCreateProgram(); in TEST_P() local
237 glAttachShader(program, cs); in TEST_P()
240 glLinkProgram(program); in TEST_P()
242 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in TEST_P()
247 glUseProgram(program); in TEST_P()
255 // Link failure, and a valid program has been installed in the GL state. in TEST_P()
269 // Using the unsuccessfully linked program should report an error. in TEST_P()
273 // Using the unsuccessfully linked program, that program should not in TEST_P()
274 // replace the program binary residing in the GL state. It will not make in TEST_P()
275 // the installed program invalid either, like what UseProgram(0) can do. in TEST_P()
283 // We try to relink the installed program, but make it fail. in TEST_P()
286 glDetachShader(program, cs); in TEST_P()
287 glLinkProgram(program); in TEST_P()
288 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in TEST_P()
299 // Using the unsuccessfully relinked program should report an error. in TEST_P()
300 glUseProgram(program); in TEST_P()
303 // Using the unsuccessfully relinked program, that program should not in TEST_P()
304 // replace the program binary residing in the GL state. It will not make in TEST_P()
305 // the installed program invalid either, like what UseProgram(0) can do. in TEST_P()
314 // If you compile and link a compute program successfully and use the program,
316 // If you relink the compute program to a rendering program when it is in use,
326 GLuint program = glCreateProgram(); in TEST_P() local
331 glAttachShader(program, cs); in TEST_P()
334 glLinkProgram(program); in TEST_P()
335 glDetachShader(program, cs); in TEST_P()
337 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in TEST_P()
342 glUseProgram(program); in TEST_P()
358 glAttachShader(program, vs); in TEST_P()
361 glAttachShader(program, fs); in TEST_P()
364 glLinkProgram(program); in TEST_P()
365 glDetachShader(program, vs); in TEST_P()
366 glDetachShader(program, fs); in TEST_P()
367 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in TEST_P()
379 // If you compile and link a rendering program successfully and use the program,
381 // If you relink the rendering program to a compute program when it is in use,
391 GLuint program = glCreateProgram(); in TEST_P() local
399 glAttachShader(program, vs); in TEST_P()
402 glAttachShader(program, fs); in TEST_P()
405 glLinkProgram(program); in TEST_P()
406 glDetachShader(program, vs); in TEST_P()
407 glDetachShader(program, fs); in TEST_P()
409 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in TEST_P()
414 glUseProgram(program); in TEST_P()
431 glAttachShader(program, cs); in TEST_P()
434 glLinkProgram(program); in TEST_P()
435 glDetachShader(program, cs); in TEST_P()
436 glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); in TEST_P()