Searched refs:VERTEX_UNIFORM_VECTORS (Results 1 – 12 of 12) sorted by relevance
84 VERTEX_UNIFORM_VECTORS = 259, enumerator
106 float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4];
79 MAX_VERTEX_UNIFORM_VECTORS = sw::VERTEX_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange98 MAX_VERTEX_UNIFORM_COMPONENTS = sw::VERTEX_UNIFORM_VECTORS * 4,
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()
115 resources.MaxVertexUniformVectors = sw::VERTEX_UNIFORM_VECTORS - 3; in LLVMFuzzerTestOneInput()
488 static_assert(sw::VERTEX_UNIFORM_VECTORS >= MAX_VERTEX_SHADER_CONST, "");
293 …float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VE…
134 …float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VE…
144 if(index < VERTEX_UNIFORM_VECTORS) in setFloatConstant()
124 vsDirtyConstF = VERTEX_UNIFORM_VECTORS + 1; in DrawCall()500 draw->vsDirtyConstF = VERTEX_UNIFORM_VECTORS + 1; in draw()
916 …index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register rang… in readConstant()
1115 …index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register rang… in readConstant()