Searched refs:maxShaderUniformComponents (Results 1 – 10 of 10) sorted by relevance
201 mResources.MaxComputeUniformComponents = caps.maxShaderUniformComponents[ShaderType::Compute]; in Compiler()233 mResources.MaxGeometryUniformComponents = caps.maxShaderUniformComponents[ShaderType::Geometry]; in Compiler()255 caps.maxShaderUniformComponents[ShaderType::TessControl]; in Compiler()271 caps.maxShaderUniformComponents[ShaderType::TessEvaluation]; in Compiler()
1038 caps.maxShaderUniformComponents[ShaderType::Vertex] = 1024; in GenerateMinimumCaps()1045 caps.maxShaderUniformComponents[ShaderType::Fragment] = 896; in GenerateMinimumCaps()1091 caps.maxShaderUniformComponents[ShaderType::Fragment] = 1024; in GenerateMinimumCaps()1107 caps.maxShaderUniformComponents[ShaderType::Compute] = 1024; in GenerateMinimumCaps()1144 caps.maxShaderUniformComponents[ShaderType::Geometry] = 1024; in GenerateMinimumCaps()1171 caps.maxShaderUniformComponents[ShaderType::TessControl] = 1024; in GenerateMinimumCaps()1184 caps.maxShaderUniformComponents[ShaderType::TessEvaluation] = 1024; in GenerateMinimumCaps()1200 caps.maxShaderUniformComponents[shaderType]; in GenerateMinimumCaps()
255 ShaderMap<GLint> maxShaderUniformComponents = {}; member
1603 *params = mState.mCaps.maxShaderUniformComponents[ShaderType::Vertex]; in getIntegervImpl()1624 *params = mState.mCaps.maxShaderUniformComponents[ShaderType::Fragment]; in getIntegervImpl()1856 *params = mState.mCaps.maxShaderUniformComponents[ShaderType::Compute]; in getIntegervImpl()1916 *params = mState.mCaps.maxShaderUniformComponents[ShaderType::Geometry]; in getIntegervImpl()1963 *params = mState.mCaps.maxShaderUniformComponents[ShaderType::TessControl]; in getIntegervImpl()1966 *params = mState.mCaps.maxShaderUniformComponents[ShaderType::TessEvaluation]; in getIntegervImpl()
136 return static_cast<GLuint>(caps.maxShaderUniformComponents[shaderType]) / 4; in GetMaximumShaderUniformVectors()
879 caps->maxShaderUniformComponents[gl::ShaderType::Vertex] = in GenerateCaps()902 caps->maxShaderUniformComponents[gl::ShaderType::Vertex] / 4; in GenerateCaps()905 caps->maxShaderUniformComponents[gl::ShaderType::Fragment] / 4; in GenerateCaps()923 caps->maxShaderUniformComponents[gl::ShaderType::Fragment] = in GenerateCaps()1205 caps->maxShaderUniformComponents[gl::ShaderType::Compute] = in GenerateCaps()1291 caps->maxShaderUniformComponents[gl::ShaderType::Vertex] = in GenerateCaps()1293 caps->maxShaderUniformComponents[gl::ShaderType::Vertex]); in GenerateCaps()1295 caps->maxShaderUniformComponents[gl::ShaderType::Fragment] = in GenerateCaps()1297 caps->maxShaderUniformComponents[gl::ShaderType::Fragment]); in GenerateCaps()1629 caps->maxShaderUniformComponents[gl::ShaderType::Geometry] = in GenerateCaps()
604 caps->maxShaderUniformComponents[gl::ShaderType::Vertex] = caps->maxVertexUniformVectors * 4; in GenerateCaps()638 caps->maxShaderUniformComponents[gl::ShaderType::Fragment] = in GenerateCaps()
1465 caps->maxShaderUniformComponents[gl::ShaderType::Vertex] = caps->maxVertexUniformVectors * 4; in GenerateCaps()1482 caps->maxShaderUniformComponents[gl::ShaderType::Fragment] = in GenerateCaps()1497 caps->maxShaderUniformComponents[gl::ShaderType::Compute] = in GenerateCaps()1536 static_cast<GLint64>(caps->maxShaderUniformComponents[shaderType]); in GenerateCaps()
766 mNativeCaps.maxShaderUniformComponents[gl::ShaderType::Vertex] = maxDefaultUniformComponents;768 mNativeCaps.maxShaderUniformComponents[gl::ShaderType::Fragment] = maxDefaultUniformComponents;
657 mNativeCaps.maxShaderUniformComponents[shaderType] = maxUniformComponents; in ensureCapsInitialized()