Searched refs:VERTEX_UNIFORM_VECTORS (Results 1 – 19 of 19) sorted by relevance
/external/swiftshader/src/Device/ |
D | Config.hpp | 84 VERTEX_UNIFORM_VECTORS = 259, enumerator
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D | VertexProcessor.hpp | 177 …float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VE…
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D | Renderer.hpp | 125 …float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VE…
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D | VertexProcessor.cpp | 109 if(index < VERTEX_UNIFORM_VECTORS) in setFloatConstant()
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D | Renderer.cpp | 101 vsDirtyConstF = VERTEX_UNIFORM_VECTORS + 1; in DrawCall()
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/external/swiftshader/src/Main/ |
D | Config.hpp | 84 VERTEX_UNIFORM_VECTORS = 259, enumerator
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/external/swiftshader/src/OpenGL/libGLESv2/ |
D | Device.hpp | 106 float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4];
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D | Context.h | 79 MAX_VERTEX_UNIFORM_VECTORS = sw::VERTEX_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange 98 MAX_VERTEX_UNIFORM_COMPONENTS = sw::VERTEX_UNIFORM_VECTORS * 4,
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D | Device.cpp | 142 for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++) in Device() 373 for(unsigned int i = 0; i < count && startRegister + i < VERTEX_UNIFORM_VECTORS; i++) in setVertexShaderConstantF()
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/external/swiftshader/tests/fuzzers/ |
D | VertexRoutineFuzzer.cpp | 107 resources.MaxVertexUniformVectors = sw::VERTEX_UNIFORM_VECTORS - 3; in LLVMFuzzerTestOneInput()
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/external/swiftshader/src/D3D9/ |
D | Capabilities.hpp | 488 static_assert(sw::VERTEX_UNIFORM_VECTORS >= MAX_VERTEX_SHADER_CONST, "");
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/external/swiftshader/src/Renderer/ |
D | VertexProcessor.hpp | 294 …float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VE…
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D | Renderer.hpp | 134 …float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VE…
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D | VertexProcessor.cpp | 148 if(index < VERTEX_UNIFORM_VECTORS) in setFloatConstant()
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D | Renderer.cpp | 124 vsDirtyConstF = VERTEX_UNIFORM_VECTORS + 1; in DrawCall() 499 draw->vsDirtyConstF = VERTEX_UNIFORM_VECTORS + 1; in draw()
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/external/swiftshader/src/Pipeline/ |
D | VertexProgram.cpp | 827 …index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register rang… in readConstant()
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D | PixelProgram.cpp | 1056 …index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register rang… in readConstant()
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/external/swiftshader/src/Shader/ |
D | VertexProgram.cpp | 903 …index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register rang… in readConstant()
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D | PixelProgram.cpp | 1081 …index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register rang… in readConstant()
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