Searched defs:attributeIndex (Results 1 – 10 of 10) sorted by relevance
69 void VertexArray::enableAttribute(unsigned int attributeIndex, bool enabledState) in enableAttribute()76 void VertexArray::setAttributeState(unsigned int attributeIndex, gl::Buffer *boundBuffer, GLint siz… in setAttributeState()
154 for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) in GetInputLayout() local
89 for (size_t attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++) in GetDefaultInputLayoutFromShader() local144 for (size_t attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) in VertexExecutable() local158 for (size_t attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) in matchesSignature() local336 int ProgramBinary::getSemanticIndex(int attributeIndex) in getSemanticIndex()1677 … for (unsigned int attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++) in linkAttributes() local1721 … for (unsigned int attributeIndex = 0; attributeIndex < shaderAttributes.size(); attributeIndex++) in linkAttributes() local1745 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; ) in linkAttributes() local2433 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) in getActiveAttributeCount() local2448 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) in getActiveAttributeMaxLength() local
1471 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) in ValidateDrawBase() local1571 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) in ValidateDrawInstancedANGLE() local
111 private Integer attributeIndex(String name) { in attributeIndex() method in AttributeContainer
27 for (unsigned int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) in GetInputLayout() local
441 for (size_t attributeIndex = 0; attributeIndex < mActiveAttributes.size(); attributeIndex++) in getSemanticIndex() local
94 for (int attributeIndex = 0; attributeIndex < gl::MAX_VERTEX_ATTRIBS; attributeIndex++) in prepareVertexData() local
373 for (unsigned int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) in generateVertexShaderForInputLayout() local
910 bool GrGLFullShaderBuilder::addEffectAttribute(int attributeIndex, in addEffectAttribute()