Searched refs:shaderD3D (Results 1 – 2 of 2) sorted by relevance
829 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shaderGL); in OutputHLSLImage2DUniformGroup() local832 if (shaderD3D->useImage2DFunction(Image2DHLSLGroupFunctionName(textureGroup, IMAGE2DSIZE))) in OutputHLSLImage2DUniformGroup()838 if (shaderD3D->useImage2DFunction(Image2DHLSLGroupFunctionName(textureGroup, IMAGE2DLOAD))) in OutputHLSLImage2DUniformGroup()843 if (shaderD3D->useImage2DFunction(Image2DHLSLGroupFunctionName(textureGroup, IMAGE2DSTORE))) in OutputHLSLImage2DUniformGroup()896 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shaderGL); in generateShaderForImage2DBindSignature() local897 unsigned int groupTextureRegisterIndex = shaderD3D->getReadonlyImage2DRegisterIndex(); in generateShaderForImage2DBindSignature()898 unsigned int groupRWTextureRegisterIndex = shaderD3D->getImage2DRegisterIndex(); in generateShaderForImage2DBindSignature()
2639 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shader); in defineUniformBase() local2640 unsigned int startRegister = shaderD3D->getUniformRegister(uniform.name); in defineUniformBase()2641 ShShaderOutput outputType = shaderD3D->getCompilerOutputType(); in defineUniformBase()2797 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType)); in assignSamplerRegisters() local2798 if (shaderD3D->hasUniform(baseName)) in assignSamplerRegisters()2801 shaderD3D->getUniformRegister(baseName) + registerOffset; in assignSamplerRegisters()