Searched refs:targetUniform (Results 1 – 4 of 4) sorted by relevance
/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | Renderer9.cpp | 1856 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 …]
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D | Renderer9.h | 460 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);
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/external/angle/src/libANGLE/renderer/d3d/ |
D | ProgramD3D.cpp | 2748 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 …]
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D | ProgramD3D.h | 497 void setUniformImpl(D3DUniform *targetUniform,
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