Searched refs:maxShaderUniformBlocks (Results 1 – 12 of 12) sorted by relevance
1466 caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] = in GenerateCaps()1484 caps->maxShaderUniformBlocks[gl::ShaderType::Fragment] = in GenerateCaps()1499 caps->maxShaderUniformBlocks[gl::ShaderType::Compute] = in GenerateCaps()1507 caps->maxUniformBufferBindings = caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] + in GenerateCaps()1508 caps->maxShaderUniformBlocks[gl::ShaderType::Fragment]; in GenerateCaps()1521 caps->maxCombinedUniformBlocks = caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] + in GenerateCaps()1522 caps->maxShaderUniformBlocks[gl::ShaderType::Fragment]; in GenerateCaps()1534 static_cast<GLint64>(caps->maxShaderUniformBlocks[shaderType]) * in GenerateCaps()
1269 caps.maxShaderUniformBlocks[ShaderType::Vertex] = limits::kMinimumShaderUniformBlocks; in GenerateMinimumCaps()1276 caps.maxShaderUniformBlocks[ShaderType::Fragment] = limits::kMinimumShaderUniformBlocks; in GenerateMinimumCaps()1333 caps.maxShaderUniformBlocks[ShaderType::Compute] = limits::kMinimumShaderUniformBlocks; in GenerateMinimumCaps()1374 caps.maxShaderUniformBlocks[ShaderType::Geometry] = limits::kMinimumShaderUniformBlocks; in GenerateMinimumCaps()1427 caps.maxShaderUniformBlocks[shaderType] * in GenerateMinimumCaps()
229 mResources.MaxGeometryUniformBlocks = caps.maxShaderUniformBlocks[ShaderType::Geometry]; in Compiler()
902 ShaderMap<GLint> maxShaderUniformBlocks = {}; member
1608 *params = mState.mCaps.maxShaderUniformBlocks[ShaderType::Vertex]; in getIntegervImpl()1611 *params = mState.mCaps.maxShaderUniformBlocks[ShaderType::Fragment]; in getIntegervImpl()1795 *params = mState.mCaps.maxShaderUniformBlocks[ShaderType::Compute]; in getIntegervImpl()1867 *params = mState.mCaps.maxShaderUniformBlocks[ShaderType::Geometry]; in getIntegervImpl()1935 *params = mState.mCaps.maxShaderUniformBlocks[ShaderType::TessControl]; in getIntegervImpl()1938 *params = mState.mCaps.maxShaderUniformBlocks[ShaderType::TessEvaluation]; in getIntegervImpl()3673 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderUniformBlocks[ShaderType::Vertex], in initCaps()3675 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderUniformBlocks[ShaderType::Geometry], in initCaps()3677 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderUniformBlocks[ShaderType::Fragment], in initCaps()3679 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderUniformBlocks[ShaderType::Compute], in initCaps()
3906 static_cast<GLuint>(caps.maxShaderUniformBlocks[shaderType]), uniformBlocks, in linkInterfaceBlocks()
590 caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] = 0; in GenerateCaps()624 caps->maxShaderUniformBlocks[gl::ShaderType::Fragment] = 0; in GenerateCaps()
970 caps->maxShaderUniformBlocks[gl::ShaderType::Vertex] = in GenerateCaps()972 caps->maxShaderUniformBlocks[gl::ShaderType::Fragment] = in GenerateCaps()1207 caps->maxShaderUniformBlocks[gl::ShaderType::Compute] = in GenerateCaps()1637 caps->maxShaderUniformBlocks[gl::ShaderType::Geometry] = in GenerateCaps()1665 CapCombinedLimitToESShaders(&caps->maxCombinedUniformBlocks, caps->maxShaderUniformBlocks); in GenerateCaps()
705 mNativeCaps.maxShaderUniformBlocks[gl::ShaderType::Vertex] = mtl::kMaxShaderUBOs;706 mNativeCaps.maxShaderUniformBlocks[gl::ShaderType::Fragment] = mtl::kMaxShaderUBOs;
652 mNativeCaps.maxShaderUniformBlocks[shaderType] = maxPerStageUniformBuffers; in ensureCapsInitialized()
2168 if (static_cast<GLuint>(getNativeCaps().maxShaderUniformBlocks[shaderType]) < in getMaxSupportedESVersion()
2342 static_cast<unsigned int>(caps.maxShaderUniformBlocks[shaderType])); in updateUniformBufferCache()2356 static_cast<unsigned int>(caps.maxShaderUniformBlocks[shaderType])); in updateUniformBufferCache()