Searched refs:NumUniformBlocks (Results 1 – 8 of 8) sorted by relevance
556 for (i = 0; i < shProg->NumUniformBlocks; i++) { in _mesa_GetUniformBlockIndex()615 if (uniformBlockIndex >= shProg->NumUniformBlocks) { in _mesa_UniformBlockBinding()618 uniformBlockIndex, shProg->NumUniformBlocks); in _mesa_UniformBlockBinding()668 if (uniformBlockIndex >= shProg->NumUniformBlocks) { in _mesa_GetActiveUniformBlockiv()671 uniformBlockIndex, shProg->NumUniformBlocks); in _mesa_GetActiveUniformBlockiv()751 if (uniformBlockIndex >= shProg->NumUniformBlocks) { in _mesa_GetActiveUniformBlockName()754 uniformBlockIndex, shProg->NumUniformBlocks); in _mesa_GetActiveUniformBlockName()
581 for (i = 0; i < shProg->NumUniformBlocks; i++) { in get_programiv()597 *params = shProg->NumUniformBlocks; in get_programiv()
2225 unsigned NumUniformBlocks; member2363 unsigned NumUniformBlocks; member
236 for (unsigned i = 0; i < prog->NumUniformBlocks; i++) { in set_and_process()467 for (unsigned i = 0; i < shader->NumUniformBlocks; i++) { in link_update_uniform_buffer_variables()488 for (unsigned b = 0; b < shader->NumUniformBlocks; b++) { in link_assign_uniform_block_offsets()
594 max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks; in interstage_cross_validate_uniform_blocks()608 for (unsigned int j = 0; j < sh->NumUniformBlocks; j++) { in interstage_cross_validate_uniform_blocks()611 &prog->NumUniformBlocks, in interstage_cross_validate_uniform_blocks()982 for (unsigned j = 0; j < shader_list[i]->NumUniformBlocks; j++) { in link_intrastage_shaders()1065 linked->NumUniformBlocks = num_uniform_blocks; in link_intrastage_shaders()2361 for (unsigned i = 0; i < prog->NumUniformBlocks; i++) { in check_resources()2371 prog->NumUniformBlocks, in check_resources()2406 prog->NumUniformBlocks = 0; in link_shaders()
255 prog->_LinkedShaders[MESA_SHADER_VERTEX]->NumUniformBlocks) { in do_vs_prog()257 SURF_INDEX_VS_UBO(prog->_LinkedShaders[MESA_SHADER_VERTEX]->NumUniformBlocks); in do_vs_prog()
1363 for (int i = 0; i < shader->NumUniformBlocks; i++) { in brw_upload_ubo_surfaces()1383 if (shader->NumUniformBlocks) in brw_upload_ubo_surfaces()
3124 shader->NumUniformBlocks = state->num_uniform_blocks; in _mesa_glsl_compile_shader()