Searched refs:uniformAddress (Results 1 – 4 of 4) sorted by relevance
/external/swiftshader/src/Shader/ |
D | VertexProgram.hpp | 74 RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index); 75 RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int &offset);
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D | PixelProgram.hpp | 76 RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index); 77 RValue<Pointer<Byte>> uniformAddress(int bufferIndex, unsigned int index, Int& offset);
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D | VertexProgram.cpp | 826 RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index) in uniformAddress() function in sw::VertexProgram 838 …RValue<Pointer<Byte>> VertexProgram::uniformAddress(int bufferIndex, unsigned int index, Int &offs… in uniformAddress() function in sw::VertexProgram 840 return uniformAddress(bufferIndex, index) + offset * sizeof(float4); in uniformAddress() 850 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i)); in readConstant() 882 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a)); in readConstant() 900 …case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index… in readConstant() 924 c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16); in readConstant() 925 c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16); in readConstant() 926 c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16); in readConstant() 927 c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16); in readConstant() [all …]
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D | PixelProgram.cpp | 1026 RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index) in uniformAddress() function in sw::PixelProgram 1038 …RValue<Pointer<Byte>> PixelProgram::uniformAddress(int bufferIndex, unsigned int index, Int& offse… in uniformAddress() function in sw::PixelProgram 1040 return uniformAddress(bufferIndex, index) + offset * sizeof(float4); in uniformAddress() 1050 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i)); in readConstant() 1082 c.x = c.y = c.z = c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, i, a)); in readConstant() 1099 …case Shader::PARAMETER_CONST: a = *Pointer<Float>(uniformAddress(src.bufferIndex, src.rel.index… in readConstant() 1123 c.x = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index0), 16); in readConstant() 1124 c.y = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index1), 16); in readConstant() 1125 c.z = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index2), 16); in readConstant() 1126 c.w = *Pointer<Float4>(uniformAddress(src.bufferIndex, 0, index3), 16); in readConstant() [all …]
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