Searched refs:targetUniform (Results 1 – 3 of 3) sorted by relevance
261 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniform1fv() local262 targetUniform->dirty = true; in setUniform1fv()264 int elementCount = targetUniform->elementCount(); in setUniform1fv()271 if (targetUniform->type == GL_FLOAT) in setUniform1fv()273 GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4; in setUniform1fv()285 else if (targetUniform->type == GL_BOOL) in setUniform1fv()287 GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; in setUniform1fv()314 Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; in setUniform2fv() local315 targetUniform->dirty = true; in setUniform2fv()317 int elementCount = targetUniform->elementCount(); in setUniform2fv()[all …]
1718 gl::Uniform *targetUniform = *ub; in applyUniforms() local1720 if (targetUniform->dirty) in applyUniforms()1722 GLfloat *f = (GLfloat*)targetUniform->data; in applyUniforms()1723 GLint *i = (GLint*)targetUniform->data; in applyUniforms()1725 switch (targetUniform->type) in applyUniforms()1734 applyUniformnbv(targetUniform, i); in applyUniforms()1743 applyUniformnfv(targetUniform, f); in applyUniforms()1749 applyUniformniv(targetUniform, i); in applyUniforms()1755 targetUniform->dirty = false; in applyUniforms()1768 void Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v) in applyUniformnfv() argument[all …]
203 void applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v);204 void applyUniformniv(gl::Uniform *targetUniform, const GLint *v);205 void applyUniformnbv(gl::Uniform *targetUniform, const GLint *v);