Lines Matching refs:targetUniform
1812 for (const D3DUniform *targetUniform : uniformArray) in applyUniforms() local
1815 if (!targetUniform->isReferencedByShader(gl::ShaderType::Vertex) && in applyUniforms()
1816 !targetUniform->isReferencedByShader(gl::ShaderType::Fragment)) in applyUniforms()
1819 const GLfloat *f = reinterpret_cast<const GLfloat *>(targetUniform->firstNonNullData()); in applyUniforms()
1820 const GLint *i = reinterpret_cast<const GLint *>(targetUniform->firstNonNullData()); in applyUniforms()
1822 switch (targetUniform->typeInfo.type) in applyUniforms()
1833 applyUniformnbv(targetUniform, i); in applyUniforms()
1842 applyUniformnfv(targetUniform, f); in applyUniforms()
1848 applyUniformniv(targetUniform, i); in applyUniforms()
1858 void Renderer9::applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v) in applyUniformnfv() argument
1860 if (targetUniform->isReferencedByShader(gl::ShaderType::Fragment)) in applyUniformnfv()
1863 targetUniform->mShaderRegisterIndexes[gl::ShaderType::Fragment], v, in applyUniformnfv()
1864 targetUniform->registerCount); in applyUniformnfv()
1867 if (targetUniform->isReferencedByShader(gl::ShaderType::Vertex)) in applyUniformnfv()
1870 targetUniform->mShaderRegisterIndexes[gl::ShaderType::Vertex], v, in applyUniformnfv()
1871 targetUniform->registerCount); in applyUniformnfv()
1875 void Renderer9::applyUniformniv(const D3DUniform *targetUniform, const GLint *v) in applyUniformniv() argument
1877 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9); in applyUniformniv()
1880 for (unsigned int i = 0; i < targetUniform->registerCount; i++) in applyUniformniv()
1888 applyUniformnfv(targetUniform, (GLfloat *)vector); in applyUniformniv()
1891 void Renderer9::applyUniformnbv(const D3DUniform *targetUniform, const GLint *v) in applyUniformnbv() argument
1893 ASSERT(targetUniform->registerCount <= MAX_VERTEX_CONSTANT_VECTORS_D3D9); in applyUniformnbv()
1896 for (unsigned int i = 0; i < targetUniform->registerCount; i++) in applyUniformnbv()
1904 applyUniformnfv(targetUniform, (GLfloat *)vector); in applyUniformnbv()