Searched refs:targetUniform (Results 1 – 5 of 5) sorted by relevance
/external/swiftshader/src/OpenGL/libGLESv2/ |
D | Program.cpp | 507 Uniform *targetUniform = uniforms[uniformIndex[location].index]; in setUniformfv() local 508 targetUniform->dirty = true; in setUniformfv() 510 int size = targetUniform->size(); in setUniformfv() 520 if(targetUniform->type == floatType[index]) in setUniformfv() 522 memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLfloat)* numElements, in setUniformfv() 525 else if(targetUniform->type == boolType[index]) in setUniformfv() 527 …GLboolean *boolParams = (GLboolean*)targetUniform->data + uniformIndex[location].element * numElem… in setUniformfv() 597 Uniform *targetUniform = uniforms[uniformIndex[location].index]; in setUniformMatrixfv() local 598 targetUniform->dirty = true; in setUniformMatrixfv() 600 if(targetUniform->type != type) in setUniformMatrixfv() [all …]
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/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | Renderer9.cpp | 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 [all …]
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D | Renderer9.h | 451 void applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v); 452 void applyUniformniv(const D3DUniform *targetUniform, const GLint *v); 453 void applyUniformnbv(const D3DUniform *targetUniform, const GLint *v);
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/external/angle/src/libANGLE/renderer/d3d/ |
D | ProgramD3D.cpp | 2665 void ProgramD3D::setUniformImpl(D3DUniform *targetUniform, in setUniformImpl() argument 2672 const int components = targetUniform->typeInfo.componentCount; in setUniformImpl() 2676 if (targetUniform->typeInfo.type == uniformType) in setUniformImpl() 2697 ASSERT(targetUniform->typeInfo.type == gl::VariableBoolVectorType(uniformType)); in setUniformImpl() 2717 D3DUniform *targetUniform = mD3DUniforms[locationInfo.index]; in setUniformInternal() local 2719 if (targetUniform->typeInfo.isSampler) in setUniformInternal() 2723 GLint *dest = &targetUniform->mSamplerData[locationInfo.arrayIndex]; in setUniformInternal() 2734 uint8_t *targetState = targetUniform->mShaderData[shaderType]; in setUniformInternal() 2737 setUniformImpl(targetUniform, locationInfo, count, v, targetState, uniformType); in setUniformInternal() 2749 D3DUniform *targetUniform = getD3DUniformFromLocation(location); in setUniformMatrixfvInternal() local [all …]
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D | ProgramD3D.h | 484 void setUniformImpl(D3DUniform *targetUniform,
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