Home
last modified time | relevance | path

Searched refs:targetUniform (Results 1 – 4 of 4) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/d3d9/
DRenderer9.cpp1856 for (const D3DUniform *targetUniform : uniformArray) in applyUniforms() local
1859 if (!targetUniform->isReferencedByShader(gl::ShaderType::Vertex) && in applyUniforms()
1860 !targetUniform->isReferencedByShader(gl::ShaderType::Fragment)) in applyUniforms()
1863 const GLfloat *f = reinterpret_cast<const GLfloat *>(targetUniform->firstNonNullData()); in applyUniforms()
1864 const GLint *i = reinterpret_cast<const GLint *>(targetUniform->firstNonNullData()); in applyUniforms()
1866 switch (targetUniform->typeInfo.type) in applyUniforms()
1877 applyUniformnbv(targetUniform, i); in applyUniforms()
1886 applyUniformnfv(targetUniform, f); in applyUniforms()
1892 applyUniformniv(targetUniform, i); in applyUniforms()
1902 void Renderer9::applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v) in applyUniformnfv() argument
[all …]
DRenderer9.h460 void applyUniformnfv(const D3DUniform *targetUniform, const GLfloat *v);
461 void applyUniformniv(const D3DUniform *targetUniform, const GLint *v);
462 void applyUniformnbv(const D3DUniform *targetUniform, const GLint *v);
/external/angle/src/libANGLE/renderer/d3d/
DProgramD3D.cpp2748 void ProgramD3D::setUniformImpl(D3DUniform *targetUniform, in setUniformImpl() argument
2755 const int components = targetUniform->typeInfo.componentCount; in setUniformImpl()
2759 if (targetUniform->typeInfo.type == uniformType) in setUniformImpl()
2780 ASSERT(targetUniform->typeInfo.type == gl::VariableBoolVectorType(uniformType)); in setUniformImpl()
2800 D3DUniform *targetUniform = mD3DUniforms[locationInfo.index]; in setUniformInternal() local
2802 if (targetUniform->typeInfo.isSampler) in setUniformInternal()
2806 GLint *dest = &targetUniform->mSamplerData[locationInfo.arrayIndex]; in setUniformInternal()
2817 uint8_t *targetState = targetUniform->mShaderData[shaderType]; in setUniformInternal()
2820 setUniformImpl(targetUniform, locationInfo, count, v, targetState, uniformType); in setUniformInternal()
2832 D3DUniform *targetUniform = getD3DUniformFromLocation(location); in setUniformMatrixfvInternal() local
[all …]
DProgramD3D.h497 void setUniformImpl(D3DUniform *targetUniform,