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Lines Matching refs:add_uniform

494    ir_variable *add_uniform(const glsl_type *type, int precision,
496 ir_variable *add_uniform(const glsl_type *type, const char *name) in add_uniform() function in __anond9be30f10111::builtin_variable_generator
498 return add_uniform(type, GLSL_PRECISION_NONE, name); in add_uniform()
661 builtin_variable_generator::add_uniform(const glsl_type *type, in add_uniform() function in __anond9be30f10111::builtin_variable_generator
1030 add_uniform(int_t, GLSL_PRECISION_LOW, "gl_NumSamples"); in generate_uniforms()
1031 add_uniform(type("gl_DepthRangeParameters"), "gl_DepthRange"); in generate_uniforms()
1037 add_uniform(vec4_t, name); in generate_uniforms()
1041 add_uniform(mat4_t, "gl_ModelViewMatrix"); in generate_uniforms()
1042 add_uniform(mat4_t, "gl_ProjectionMatrix"); in generate_uniforms()
1043 add_uniform(mat4_t, "gl_ModelViewProjectionMatrix"); in generate_uniforms()
1044 add_uniform(mat3_t, "gl_NormalMatrix"); in generate_uniforms()
1045 add_uniform(mat4_t, "gl_ModelViewMatrixInverse"); in generate_uniforms()
1046 add_uniform(mat4_t, "gl_ProjectionMatrixInverse"); in generate_uniforms()
1047 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverse"); in generate_uniforms()
1048 add_uniform(mat4_t, "gl_ModelViewMatrixTranspose"); in generate_uniforms()
1049 add_uniform(mat4_t, "gl_ProjectionMatrixTranspose"); in generate_uniforms()
1050 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixTranspose"); in generate_uniforms()
1051 add_uniform(mat4_t, "gl_ModelViewMatrixInverseTranspose"); in generate_uniforms()
1052 add_uniform(mat4_t, "gl_ProjectionMatrixInverseTranspose"); in generate_uniforms()
1053 add_uniform(mat4_t, "gl_ModelViewProjectionMatrixInverseTranspose"); in generate_uniforms()
1054 add_uniform(float_t, "gl_NormalScale"); in generate_uniforms()
1055 add_uniform(type("gl_LightModelParameters"), "gl_LightModel"); in generate_uniforms()
1056 add_uniform(vec4_t, "gl_FogParamsOptimizedMESA"); in generate_uniforms()
1060 add_uniform(mat4_array_type, "gl_TextureMatrix"); in generate_uniforms()
1061 add_uniform(mat4_array_type, "gl_TextureMatrixInverse"); in generate_uniforms()
1062 add_uniform(mat4_array_type, "gl_TextureMatrixTranspose"); in generate_uniforms()
1063 add_uniform(mat4_array_type, "gl_TextureMatrixInverseTranspose"); in generate_uniforms()
1065 add_uniform(array(vec4_t, state->Const.MaxClipPlanes), "gl_ClipPlane"); in generate_uniforms()
1066 add_uniform(type("gl_PointParameters"), "gl_Point"); in generate_uniforms()
1070 add_uniform(material_parameters_type, "gl_FrontMaterial"); in generate_uniforms()
1071 add_uniform(material_parameters_type, "gl_BackMaterial"); in generate_uniforms()
1073 add_uniform(array(type("gl_LightSourceParameters"), in generate_uniforms()
1079 add_uniform(light_model_products_type, "gl_FrontLightModelProduct"); in generate_uniforms()
1080 add_uniform(light_model_products_type, "gl_BackLightModelProduct"); in generate_uniforms()
1084 add_uniform(light_products_type, "gl_FrontLightProduct"); in generate_uniforms()
1085 add_uniform(light_products_type, "gl_BackLightProduct"); in generate_uniforms()
1087 add_uniform(array(vec4_t, state->Const.MaxTextureUnits), in generate_uniforms()
1092 add_uniform(texcoords_vec4, "gl_EyePlaneS"); in generate_uniforms()
1093 add_uniform(texcoords_vec4, "gl_EyePlaneT"); in generate_uniforms()
1094 add_uniform(texcoords_vec4, "gl_EyePlaneR"); in generate_uniforms()
1095 add_uniform(texcoords_vec4, "gl_EyePlaneQ"); in generate_uniforms()
1096 add_uniform(texcoords_vec4, "gl_ObjectPlaneS"); in generate_uniforms()
1097 add_uniform(texcoords_vec4, "gl_ObjectPlaneT"); in generate_uniforms()
1098 add_uniform(texcoords_vec4, "gl_ObjectPlaneR"); in generate_uniforms()
1099 add_uniform(texcoords_vec4, "gl_ObjectPlaneQ"); in generate_uniforms()
1101 add_uniform(type("gl_FogParameters"), "gl_Fog"); in generate_uniforms()