Lines Matching refs:Uniform
29 Uniform::Uniform(GLenum type, const std::string &name, unsigned int arraySize) : type(type), name(n… in Uniform() function in gl::Uniform
38 Uniform::~Uniform() in ~Uniform()
276 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniform1fv()
333 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniform2fv()
391 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniform3fv()
448 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniform4fv()
505 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniformMatrix2fv()
533 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniformMatrix3fv()
561 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniformMatrix4fv()
589 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniform1iv()
648 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniform2iv()
705 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniform3iv()
762 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniform4iv()
819 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in getUniformfv()
862 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in getUniformiv()
926 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniforms()
1712 Uniform *uniform = createUniform(constantDescription, name); in defineUniform()
1748 Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name) in createUniform()
1757 case 1: return new Uniform(GL_SAMPLER_2D, name, constantDescription.Elements); in createUniform()
1764 case 1: return new Uniform(GL_SAMPLER_CUBE, name, constantDescription.Elements); in createUniform()
1771 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements); in createUniform()
1772 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements); in createUniform()
1773 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements); in createUniform()
1774 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements); in createUniform()
1781 case 1: return new Uniform(GL_INT, name, constantDescription.Elements); in createUniform()
1782 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements); in createUniform()
1783 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements); in createUniform()
1784 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements); in createUniform()
1791 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements); in createUniform()
1792 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements); in createUniform()
1793 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements); in createUniform()
1794 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements); in createUniform()
1809 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements); in createUniform()
1810 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements); in createUniform()
1811 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements); in createUniform()
1859 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform1bv()
1894 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform2bv()
1929 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform3bv()
1965 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform4bv()
1989 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform1fv()
2020 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform2fv()
2053 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform3fv()
2077 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform4fv()
2111 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniformMatrix2fv()
2147 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniformMatrix3fv()
2183 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniformMatrix4fv()
2207 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform1iv()
2269 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform2iv()
2302 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform3iv()
2335 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in applyUniform4iv()
2787 void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *consta… in getConstantHandles()