Searched refs:maxFragmentUniformVectors (Results 1 – 14 of 14) sorted by relevance
192 GLint maxVertexUniformVectors, maxFragmentUniformVectors; in initializeBenchmark() local194 glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, &maxFragmentUniformVectors); in initializeBenchmark()230 if (numFragmentUniformVectors > maxFragmentUniformVectors) in initializeBenchmark()233 << " exceeds maximum fragment uniform vector count: " << maxFragmentUniformVectors in initializeBenchmark()
618 caps->maxFragmentUniformVectors = in GenerateCaps()623 caps->maxFragmentUniformVectors * 4; in GenerateCaps()
721 caps->maxFragmentUniformVectors = in GenerateCaps()730 caps->maxFragmentUniformVectors = in GenerateCaps()1120 caps->maxFragmentUniformVectors = std::min(1024, caps->maxFragmentUniformVectors); in GenerateCaps()1122 std::min(caps->maxFragmentUniformVectors * 4, in GenerateCaps()
1134 caps.maxFragmentUniformVectors = 16; in GenerateMinimumCaps()1187 caps.maxFragmentUniformVectors = 224; in GenerateMinimumCaps()1233 caps.maxFragmentUniformVectors = 256; in GenerateMinimumCaps()
88 mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors; in Compiler()
792 GLint maxFragmentUniformVectors = 0; member
128 return static_cast<GLuint>(caps.maxFragmentUniformVectors); in GetMaximumShaderUniformVectors()
3702 (caps.maxVertexUniformVectors + caps.maxFragmentUniformVectors) * 4) in ValidateBindUniformLocationCHROMIUM()
1434 *params = mState.mCaps.maxFragmentUniformVectors; in getIntegervImpl()
381 Resources.maxFragmentUniformVectors = 16; in init_resources()
1477 caps->maxFragmentUniformVectors = GetMaximumPixelUniformVectors(featureLevel); in GenerateCaps()1479 caps->maxFragmentUniformVectors * 4; in GenerateCaps()
285 mNativeCaps.maxFragmentUniformVectors = maxUniformVectors; in ensureCapsInitialized()
86 outBuiltInResources->maxFragmentUniformVectors = caps.maxFragmentUniformVectors; in GetBuiltInResourcesFromCaps()
471 mNativeCaps.maxFragmentUniformVectors = maxUniformVectors;