Searched refs:shaderLocation (Results 1 – 3 of 3) sorted by relevance
909 int shaderLocation = uniform.location; in indexUniforms() local911 if (shaderLocation != -1) in indexUniforms()913 preSetLocation = shaderLocation; in indexUniforms()921 if ((arrayIndex == 0 && preSetLocation != -1) || shaderLocation != -1) in indexUniforms()987 int shaderLocation = uniform.location; in gatherUniformLocationsAndCheckConflicts() local989 if (shaderLocation != -1) in gatherUniformLocationsAndCheckConflicts()996 int elementLocation = shaderLocation + arrayIndex; in gatherUniformLocationsAndCheckConflicts()
348 attribute.shaderLocation = i; in Build()367 attribute.shaderLocation = i; in Build()
63 vertexAttribute.shaderLocation = 0; in ComboVertexInputDescriptor()992 vertexInputDescriptor.cAttributes[0].shaderLocation = 0; in CreateRenderPipelineDescriptor()1007 vertexInputDescriptor.cAttributes[i].shaderLocation = i; in CreateRenderPipelineDescriptor()