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Searched refs:targetUniform (Results 1 – 5 of 5) sorted by relevance

/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/
DProgram.cpp507 Uniform *targetUniform = uniforms[uniformIndex[location].index]; in setUniformfv() local
508 targetUniform->dirty = true; in setUniformfv()
510 int size = targetUniform->size(); in setUniformfv()
520 if(targetUniform->type == floatType[index]) in setUniformfv()
522 memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLfloat)* numElements, in setUniformfv()
525 else if(targetUniform->type == boolType[index]) in setUniformfv()
527 …GLboolean *boolParams = (GLboolean*)targetUniform->data + uniformIndex[location].element * numElem… in setUniformfv()
597 Uniform *targetUniform = uniforms[uniformIndex[location].index]; in setUniformMatrixfv() local
598 targetUniform->dirty = true; in setUniformMatrixfv()
600 if(targetUniform->type != type) in setUniformMatrixfv()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d9/
DRenderer9.cpp1817 for (const D3DUniform *targetUniform : uniformArray) in applyUniforms() local
1820 if (!targetUniform->isReferencedByShader(gl::ShaderType::Vertex) && in applyUniforms()
1821 !targetUniform->isReferencedByShader(gl::ShaderType::Fragment)) in applyUniforms()
1824 const GLfloat *f = reinterpret_cast<const GLfloat *>(targetUniform->firstNonNullData()); in applyUniforms()
1825 const GLint *i = reinterpret_cast<const GLint *>(targetUniform->firstNonNullData()); in applyUniforms()
1827 switch (targetUniform->typeInfo.type) in applyUniforms()
1838 applyUniformnbv(targetUniform, i); in applyUniforms()
1847 applyUniformnfv(targetUniform, f); in applyUniforms()
1853 applyUniformniv(targetUniform, i); in applyUniforms()
1863 void Renderer9::applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v) in applyUniformnfv() argument
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DRenderer9.h451 void applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v);
452 void applyUniformniv(const D3DUniform *targetUniform, const GLint *v);
453 void applyUniformnbv(const D3DUniform *targetUniform, const GLint *v);
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/
DProgramD3D.cpp2665 void ProgramD3D::setUniformImpl(D3DUniform *targetUniform, in setUniformImpl() argument
2672 const int components = targetUniform->typeInfo.componentCount; in setUniformImpl()
2676 if (targetUniform->typeInfo.type == uniformType) in setUniformImpl()
2697 ASSERT(targetUniform->typeInfo.type == gl::VariableBoolVectorType(uniformType)); in setUniformImpl()
2717 D3DUniform *targetUniform = mD3DUniforms[locationInfo.index]; in setUniformInternal() local
2719 if (targetUniform->typeInfo.isSampler) in setUniformInternal()
2723 GLint *dest = &targetUniform->mSamplerData[locationInfo.arrayIndex]; in setUniformInternal()
2734 uint8_t *targetState = targetUniform->mShaderData[shaderType]; in setUniformInternal()
2737 setUniformImpl(targetUniform, locationInfo, count, v, targetState, uniformType); in setUniformInternal()
2749 D3DUniform *targetUniform = getD3DUniformFromLocation(location); in setUniformMatrixfvInternal() local
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DProgramD3D.h484 void setUniformImpl(D3DUniform *targetUniform,