Searched refs:activeUniforms (Results 1 – 5 of 5) sorted by relevance
197 activeUniforms.clear(); in clear()
1715 for(const auto &uniform : shader->activeUniforms) in linkUniforms()1950 const glsl::Uniform& member1 = shader1->activeUniforms[block1.fields[blockMemberIndex]]; in areMatchingUniformBlocks()1951 const glsl::Uniform& member2 = shader2->activeUniforms[block2.fields[blockMemberIndex]]; in areMatchingUniformBlocks()
194 ActiveUniforms activeUniforms; variable
3632 ActiveUniforms &activeUniforms = shaderObject->activeUniforms; in declareUniform() local3637 shaderObject->activeUniformBlocks[blockId].fields.push_back(activeUniforms.size()); in declareUniform()3650 activeUniforms.push_back(Uniform(type, name.c_str(), fieldRegisterIndex, blockId, blockInfo)); in declareUniform()
640 glw::GLint activeUniforms, maxLen; in SRGBTestProgram() local645 gl.getProgramiv(this->getHandle(), GL_ACTIVE_UNIFORMS, &activeUniforms); in SRGBTestProgram()648 for (int idx = 0; idx < activeUniforms; idx++) in SRGBTestProgram()