Lines Matching refs:shaderTempText

562         char *shaderTempText[TEMP_TEXT_SIZE];  in build_reduce_glsl_shader()  local
581 for (i = 0; i < sizeof(shaderTempText) / sizeof(char *); i++) { in build_reduce_glsl_shader()
582 shaderTempText[i] = calloc(MAX_SHADER_LINE_CHARS, sizeof(char)); in build_reduce_glsl_shader()
584 if (NULL == shaderTempText[i]) { in build_reduce_glsl_shader()
601 snprintf(shaderTempText[0], MAX_SHADER_LINE_CHARS, in build_reduce_glsl_shader()
603 strncat(shaderText, shaderTempText[0], shaderTextFree); in build_reduce_glsl_shader()
604 shaderTextFree -= strlen(shaderTempText[0]); in build_reduce_glsl_shader()
610 snprintf(shaderTempText[0], MAX_SHADER_LINE_CHARS, in build_reduce_glsl_shader()
612 strncat(shaderText, shaderTempText[0], shaderTextFree); in build_reduce_glsl_shader()
620 MAX_SHADER_LINE_CHARS, shaderTempText[0], in build_reduce_glsl_shader()
627 MAX_SHADER_LINE_CHARS, shaderTempText[0], in build_reduce_glsl_shader()
635 MAX_SHADER_LINE_CHARS, shaderTempText[0], in build_reduce_glsl_shader()
644 snprintf(shaderTempText[0], MAX_SHADER_LINE_CHARS, in build_reduce_glsl_shader()
646 strncat(shaderText, shaderTempText[0], shaderTextFree); in build_reduce_glsl_shader()
647 shaderTextFree -= strlen(shaderTempText[0]); in build_reduce_glsl_shader()
649 snprintf(shaderTempText[0], MAX_SHADER_LINE_CHARS, in build_reduce_glsl_shader()
651 strncat(shaderText, shaderTempText[0], shaderTextFree); in build_reduce_glsl_shader()
652 shaderTextFree -= strlen(shaderTempText[0]); in build_reduce_glsl_shader()
664 snprintf(shaderTempText[0], MAX_SHADER_LINE_CHARS, in build_reduce_glsl_shader()
667 strncat(shaderText, shaderTempText[0], shaderTextFree); in build_reduce_glsl_shader()
668 shaderTextFree -= strlen(shaderTempText[0]); in build_reduce_glsl_shader()
678 shaderTempText[1]); in build_reduce_glsl_shader()
681 memset(shaderTempText[2], 0, MAX_SHADER_LINE_CHARS); in build_reduce_glsl_shader()
692 shaderTempText[3]); in build_reduce_glsl_shader()
695 strncat(shaderTempText[2], " * ", in build_reduce_glsl_shader()
696 MAX_SHADER_LINE_CHARS - strlen(shaderTempText[2])); in build_reduce_glsl_shader()
698 strncat(shaderTempText[2], srcStr, in build_reduce_glsl_shader()
699 MAX_SHADER_LINE_CHARS - strlen(shaderTempText[2])); in build_reduce_glsl_shader()
712 shaderTempText[3]); in build_reduce_glsl_shader()
714 strncat(shaderTempText[2], " * ", in build_reduce_glsl_shader()
715 MAX_SHADER_LINE_CHARS - strlen(shaderTempText[2])); in build_reduce_glsl_shader()
717 strncat(shaderTempText[2], srcStr, in build_reduce_glsl_shader()
718 MAX_SHADER_LINE_CHARS - strlen(shaderTempText[2])); in build_reduce_glsl_shader()
722 srcStr = shaderTempText[2]; in build_reduce_glsl_shader()
724 snprintf(shaderTempText[2], MAX_SHADER_LINE_CHARS, in build_reduce_glsl_shader()
726 srcStr = shaderTempText[2]; in build_reduce_glsl_shader()
731 snprintf(shaderTempText[0], MAX_SHADER_LINE_CHARS, in build_reduce_glsl_shader()
736 snprintf(shaderTempText[0], MAX_SHADER_LINE_CHARS, in build_reduce_glsl_shader()
742 strncat(shaderText, shaderTempText[0], shaderTextFree); in build_reduce_glsl_shader()
743 shaderTextFree -= strlen(shaderTempText[0]); in build_reduce_glsl_shader()
746 snprintf(shaderTempText[0], MAX_SHADER_LINE_CHARS, in build_reduce_glsl_shader()
751 strncat(shaderText, shaderTempText[0], shaderTextFree); in build_reduce_glsl_shader()
752 shaderTextFree -= strlen(shaderTempText[0]); in build_reduce_glsl_shader()
763 snprintf(shaderTempText[0], MAX_SHADER_LINE_CHARS, in build_reduce_glsl_shader()
766 strncat(shaderText, shaderTempText[0], shaderTextFree); in build_reduce_glsl_shader()
767 shaderTextFree -= strlen(shaderTempText[0]); in build_reduce_glsl_shader()
770 snprintf(shaderTempText[0], MAX_SHADER_LINE_CHARS, "}\n"); in build_reduce_glsl_shader()
771 strncat(shaderText, shaderTempText[0], shaderTextFree); in build_reduce_glsl_shader()
772 shaderTextFree -= strlen(shaderTempText[0]); in build_reduce_glsl_shader()
774 for (i = 0; i < sizeof(shaderTempText) / sizeof(char *); i++) { in build_reduce_glsl_shader()
775 if (shaderTempText[i]) { in build_reduce_glsl_shader()
776 free(shaderTempText[i]); in build_reduce_glsl_shader()
1086 char shaderTempText[MAX_SHADER_LINE_CHARS]; in piglit_init() local
1230 snprintf(shaderTempText, sizeof(shaderTempText), "InPosition"); in piglit_init()
1231 glBindAttribLocation(g_program, 0, shaderTempText); in piglit_init()
1234 snprintf(shaderTempText, sizeof(shaderTempText), "InValue%u", i); in piglit_init()
1235 glBindAttribLocation(g_program, i+1, shaderTempText); in piglit_init()