Searched refs:linkedUniform (Results 1 – 5 of 5) sorted by relevance
424 const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index]; in setUniformImpl() local427 ASSERT(!linkedUniform.isSampler()); in setUniformImpl()429 if (linkedUniform.typeInfo->type == entryPointType) in setUniformImpl()442 const GLint componentCount = linkedUniform.typeInfo->componentCount; in setUniformImpl()461 const GLint componentCount = linkedUniform.typeInfo->componentCount; in setUniformImpl()463 ASSERT(linkedUniform.typeInfo->type == gl::VariableBoolVectorType(entryPointType)); in setUniformImpl()489 const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index]; in getUniformImpl() local491 ASSERT(!linkedUniform.isSampler() && !linkedUniform.isImage()); in getUniformImpl()493 const gl::ShaderType shaderType = linkedUniform.getFirstShaderTypeWhereActive(); in getUniformImpl()499 ASSERT(linkedUniform.typeInfo->componentType == entryPointType || in getUniformImpl()[all …]
102 const sh::ShaderVariable &linkedUniform = *(entry->second.second); in ValidateGraphicsUniformsPerShader() local105 LinkValidateUniforms(uniform, linkedUniform, &mismatchedStructFieldName); in ValidateGraphicsUniformsPerShader()482 LinkedUniform linkedUniform(variable.type, variable.precision, fullNameWithArrayIndex, in visitNamedVariable() local485 linkedUniform.mappedName = fullMappedNameWithArrayIndex; in visitNamedVariable()486 linkedUniform.active = mMarkActive; in visitNamedVariable()487 linkedUniform.staticUse = mMarkStaticUse; in visitNamedVariable()488 linkedUniform.outerArraySizes = arraySizes; in visitNamedVariable()489 linkedUniform.texelFetchStaticUse = variable.texelFetchStaticUse; in visitNamedVariable()490 linkedUniform.imageUnitFormat = variable.imageUnitFormat; in visitNamedVariable()491 linkedUniform.isFragmentInOut = variable.isFragmentInOut; in visitNamedVariable()[all …]
4141 const LinkedUniform &linkedUniform = mState.mExecutable->getUniforms()[locationInfo.index]; in clampUniformCount() local4146 linkedUniform.getBasicTypeElementCount() - locationInfo.arrayIndex; in clampUniformCount()4148 static_cast<GLsizei>(remainingElements * linkedUniform.getElementComponents()); in clampUniformCount()4171 const LinkedUniform &linkedUniform = mState.mExecutable->getUniforms()[locationInfo.index]; in clampMatrixUniformCount() local4176 linkedUniform.getBasicTypeElementCount() - locationInfo.arrayIndex; in clampMatrixUniformCount()
922 const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];924 if (linkedUniform.isSampler())931 if (linkedUniform.typeInfo->type == entryPointType)944 const GLint componentCount = linkedUniform.typeInfo->componentCount;963 const GLint componentCount = linkedUniform.typeInfo->componentCount;965 ASSERT(linkedUniform.typeInfo->type == gl::VariableBoolVectorType(entryPointType));991 const gl::LinkedUniform &linkedUniform = mState.getUniforms()[locationInfo.index];993 ASSERT(!linkedUniform.isSampler());995 const gl::ShaderType shaderType = linkedUniform.getFirstShaderTypeWhereActive();1001 ASSERT(linkedUniform.typeInfo->componentType == entryPointType ||[all …]
1085 const gl::LinkedUniform &linkedUniform = linkedUniforms[uniformIndex]; in load() local1088 new D3DUniform(linkedUniform.type, HLSLRegisterType::None, linkedUniform.name, in load()1089 linkedUniform.arraySizes, linkedUniform.isInDefaultBlock()); in load()