Searched refs:outputPosition (Results 1 – 3 of 3) sorted by relevance
81 Windows::Foundation::Point outputPosition; in WINRT_TransformCursorPosition() local87 outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width; in WINRT_TransformCursorPosition()88 outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height; in WINRT_TransformCursorPosition()93 outputPosition.X = rawPosition.X / nativeWindow->Bounds.Width; in WINRT_TransformCursorPosition()94 outputPosition.Y = rawPosition.Y / nativeWindow->Bounds.Height; in WINRT_TransformCursorPosition()97 outputPosition.X = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width); in WINRT_TransformCursorPosition()98 outputPosition.Y = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height); in WINRT_TransformCursorPosition()101 outputPosition.X = rawPosition.Y / nativeWindow->Bounds.Height; in WINRT_TransformCursorPosition()102 outputPosition.Y = 1.0f - (rawPosition.X / nativeWindow->Bounds.Width); in WINRT_TransformCursorPosition()105 outputPosition.X = 1.0f - (rawPosition.Y / nativeWindow->Bounds.Height); in WINRT_TransformCursorPosition()[all …]
862 GLsizei *outputPosition) in GetShaderVariableBufferResourceProperty() argument868 params[(*outputPosition)++] = buffer.binding; in GetShaderVariableBufferResourceProperty()871 params[(*outputPosition)++] = clampCast<GLint>(buffer.dataSize); in GetShaderVariableBufferResourceProperty()874 params[(*outputPosition)++] = buffer.numActiveVariables(); in GetShaderVariableBufferResourceProperty()878 memberIndex < buffer.memberIndexes.size() && *outputPosition < bufSize; in GetShaderVariableBufferResourceProperty()881 params[(*outputPosition)++] = clampCast<GLint>(buffer.memberIndexes[memberIndex]); in GetShaderVariableBufferResourceProperty()885 params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Vertex)); in GetShaderVariableBufferResourceProperty()888 params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Fragment)); in GetShaderVariableBufferResourceProperty()891 params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Compute)); in GetShaderVariableBufferResourceProperty()894 params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Geometry)); in GetShaderVariableBufferResourceProperty()[all …]
995 GLsizei *outputPosition) in GetShaderVariableBufferResourceProperty() argument1001 params[(*outputPosition)++] = buffer.binding; in GetShaderVariableBufferResourceProperty()1004 params[(*outputPosition)++] = clampCast<GLint>(buffer.dataSize); in GetShaderVariableBufferResourceProperty()1007 params[(*outputPosition)++] = buffer.numActiveVariables(); in GetShaderVariableBufferResourceProperty()1011 memberIndex < buffer.memberIndexes.size() && *outputPosition < bufSize; in GetShaderVariableBufferResourceProperty()1014 params[(*outputPosition)++] = clampCast<GLint>(buffer.memberIndexes[memberIndex]); in GetShaderVariableBufferResourceProperty()1018 params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Vertex)); in GetShaderVariableBufferResourceProperty()1021 params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Fragment)); in GetShaderVariableBufferResourceProperty()1024 params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Compute)); in GetShaderVariableBufferResourceProperty()1027 params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Geometry)); in GetShaderVariableBufferResourceProperty()[all …]