Lines Matching refs:shader
562 GX2_INLINE GX2UniformVar * GX2GetVertexUniformVar(const GX2VertexShader * shader, const char * name) in GX2GetVertexUniformVar() argument
565 ASSERT(shader && "NULL Shader"); in GX2GetVertexUniformVar()
567 for (i = 0; i < shader->numUniforms; i++) in GX2GetVertexUniformVar()
569 if (strcmp(shader->uniformVars[i].name, name) == 0) in GX2GetVertexUniformVar()
570 return &(shader->uniformVars[i]); in GX2GetVertexUniformVar()
589 GX2_INLINE GX2UniformVar * GX2GetGeometryUniformVar(const GX2GeometryShader * shader, const char * … in GX2GetGeometryUniformVar() argument
592 ASSERT(shader && "NULL Shader"); in GX2GetGeometryUniformVar()
594 for (i = 0; i < shader->numUniforms; i++) in GX2GetGeometryUniformVar()
596 if (strcmp(shader->uniformVars[i].name, name) == 0) in GX2GetGeometryUniformVar()
597 return &(shader->uniformVars[i]); in GX2GetGeometryUniformVar()
616 GX2_INLINE GX2UniformVar * GX2GetPixelUniformVar(const GX2PixelShader * shader, const char * name) in GX2GetPixelUniformVar() argument
619 ASSERT(shader && "NULL Shader"); in GX2GetPixelUniformVar()
621 for (i = 0; i < shader->numUniforms; i++) in GX2GetPixelUniformVar()
623 if (strcmp(shader->uniformVars[i].name, name) == 0) in GX2GetPixelUniformVar()
624 return &(shader->uniformVars[i]); in GX2GetPixelUniformVar()
645 GX2_INLINE GX2UniformVar * GX2GetComputeUniformVar(const GX2ComputeShader * shader, const char * na… in GX2GetComputeUniformVar() argument
648 ASSERT(shader && "NULL Shader"); in GX2GetComputeUniformVar()
650 for (i = 0; i < shader->numUniforms; i++) in GX2GetComputeUniformVar()
652 if (strcmp(shader->uniformVars[i].name, name) == 0) in GX2GetComputeUniformVar()
653 return &(shader->uniformVars[i]); in GX2GetComputeUniformVar()
676 GX2_INLINE s32 GX2GetVertexUniformVarOffset(const GX2VertexShader * shader, const char * name) in GX2GetVertexUniformVarOffset() argument
679 ASSERT(shader && "NULL Shader"); in GX2GetVertexUniformVarOffset()
681 uniform = GX2GetVertexUniformVar(shader, name); in GX2GetVertexUniformVarOffset()
700 GX2_INLINE s32 GX2GetGeometryUniformVarOffset(const GX2GeometryShader * shader, const char * name) in GX2GetGeometryUniformVarOffset() argument
703 ASSERT(shader && "NULL Shader"); in GX2GetGeometryUniformVarOffset()
705 uniform = GX2GetGeometryUniformVar(shader, name); in GX2GetGeometryUniformVarOffset()
727 GX2_INLINE s32 GX2GetPixelUniformVarOffset(const GX2PixelShader * shader, const char * name) in GX2GetPixelUniformVarOffset() argument
730 ASSERT(shader && "NULL Shader"); in GX2GetPixelUniformVarOffset()
732 uniform = GX2GetPixelUniformVar(shader, name); in GX2GetPixelUniformVarOffset()
753 GX2_INLINE s32 GX2GetComputeUniformVarOffset(const GX2ComputeShader * shader, const char * name) in GX2GetComputeUniformVarOffset() argument
756 ASSERT(shader && "NULL Shader"); in GX2GetComputeUniformVarOffset()
758 uniform = GX2GetComputeUniformVar(shader, name); in GX2GetComputeUniformVarOffset()
893 GX2_INLINE void GX2SetVertexUniformRegDefaults(const GX2VertexShader* shader) in GX2SetVertexUniformRegDefaults() argument
896 ASSERT(shader && "NULL Shader"); in GX2SetVertexUniformRegDefaults()
897 for (i = 0; i < shader->numInitialValues; i++) { in GX2SetVertexUniformRegDefaults()
898 GX2SetVertexUniformReg(shader->initialValues[i].offset * 4, in GX2SetVertexUniformRegDefaults()
900 shader->initialValues[i].value); in GX2SetVertexUniformRegDefaults()
917 GX2_INLINE void GX2SetPixelUniformRegDefaults(const GX2PixelShader* shader) in GX2SetPixelUniformRegDefaults() argument
920 ASSERT(shader && "NULL Shader"); in GX2SetPixelUniformRegDefaults()
921 for (i = 0; i < shader->numInitialValues; i++) { in GX2SetPixelUniformRegDefaults()
922 GX2SetPixelUniformReg(shader->initialValues[i].offset * 4, in GX2SetPixelUniformRegDefaults()
924 shader->initialValues[i].value); in GX2SetPixelUniformRegDefaults()
947 GX2_INLINE GX2UniformBlock* GX2GetVertexUniformBlock(const GX2VertexShader* shader, in GX2GetVertexUniformBlock() argument
951 ASSERT(shader && "NULL Shader"); in GX2GetVertexUniformBlock()
953 for (i = 0; i < shader->numUniformBlocks; i++) in GX2GetVertexUniformBlock()
955 if (strcmp(shader->uniformBlocks[i].name, name) == 0) in GX2GetVertexUniformBlock()
956 return &(shader->uniformBlocks[i]); in GX2GetVertexUniformBlock()
975 GX2_INLINE GX2UniformBlock* GX2GetGeometryUniformBlock(const GX2GeometryShader* shader, in GX2GetGeometryUniformBlock() argument
979 ASSERT(shader && "NULL Shader"); in GX2GetGeometryUniformBlock()
981 for (i = 0; i < shader->numUniformBlocks; i++) in GX2GetGeometryUniformBlock()
983 if (strcmp(shader->uniformBlocks[i].name, name) == 0) in GX2GetGeometryUniformBlock()
984 return &(shader->uniformBlocks[i]); in GX2GetGeometryUniformBlock()
1005 GX2_INLINE GX2UniformBlock* GX2GetPixelUniformBlock(const GX2PixelShader* shader, in GX2GetPixelUniformBlock() argument
1009 ASSERT(shader && "NULL Shader"); in GX2GetPixelUniformBlock()
1011 for (i = 0; i < shader->numUniformBlocks; i++) in GX2GetPixelUniformBlock()
1013 if (strcmp(shader->uniformBlocks[i].name, name) == 0) in GX2GetPixelUniformBlock()
1014 return &(shader->uniformBlocks[i]); in GX2GetPixelUniformBlock()
1038 GX2_INLINE GX2UniformBlock* GX2GetComputeUniformBlock(const GX2ComputeShader* shader, in GX2GetComputeUniformBlock() argument
1042 ASSERT(shader && "NULL Shader"); in GX2GetComputeUniformBlock()
1044 for (i = 0; i < shader->numUniformBlocks; i++) in GX2GetComputeUniformBlock()
1046 if (strcmp(shader->uniformBlocks[i].name, name) == 0) in GX2GetComputeUniformBlock()
1047 return &(shader->uniformBlocks[i]); in GX2GetComputeUniformBlock()
1157 GX2_INLINE GX2SamplerVar* GX2GetVertexSamplerVar(const GX2VertexShader* shader, in GX2GetVertexSamplerVar() argument
1161 ASSERT(shader && "NULL Shader"); in GX2GetVertexSamplerVar()
1163 for (i = 0; i < shader->numSamplers; i++) in GX2GetVertexSamplerVar()
1165 if (strcmp(shader->samplerVars[i].name, name) == 0) in GX2GetVertexSamplerVar()
1166 return &(shader->samplerVars[i]); in GX2GetVertexSamplerVar()
1185 GX2_INLINE GX2SamplerVar* GX2GetGeometrySamplerVar(const GX2GeometryShader* shader, in GX2GetGeometrySamplerVar() argument
1189 ASSERT(shader && "NULL Shader"); in GX2GetGeometrySamplerVar()
1191 for (i = 0; i < shader->numSamplers; i++) in GX2GetGeometrySamplerVar()
1193 if (strcmp(shader->samplerVars[i].name, name) == 0) in GX2GetGeometrySamplerVar()
1194 return &(shader->samplerVars[i]); in GX2GetGeometrySamplerVar()
1213 GX2_INLINE GX2SamplerVar* GX2GetPixelSamplerVar(const GX2PixelShader* shader, in GX2GetPixelSamplerVar() argument
1217 ASSERT(shader && "NULL Shader"); in GX2GetPixelSamplerVar()
1219 for (i = 0; i < shader->numSamplers; i++) in GX2GetPixelSamplerVar()
1221 if (strcmp(shader->samplerVars[i].name, name) == 0) in GX2GetPixelSamplerVar()
1222 return &(shader->samplerVars[i]); in GX2GetPixelSamplerVar()
1246 GX2_INLINE GX2SamplerVar* GX2GetComputeSamplerVar(const GX2ComputeShader* shader, in GX2GetComputeSamplerVar() argument
1250 ASSERT(shader && "NULL Shader"); in GX2GetComputeSamplerVar()
1252 for (i = 0; i < shader->numSamplers; i++) in GX2GetComputeSamplerVar()
1254 if (strcmp(shader->samplerVars[i].name, name) == 0) in GX2GetComputeSamplerVar()
1255 return &(shader->samplerVars[i]); in GX2GetComputeSamplerVar()
1274 GX2_INLINE s32 GX2GetVertexSamplerVarLocation(const GX2VertexShader* shader, in GX2GetVertexSamplerVarLocation() argument
1278 ASSERT(shader && "NULL Shader"); in GX2GetVertexSamplerVarLocation()
1280 sampler = GX2GetVertexSamplerVar(shader, name); in GX2GetVertexSamplerVarLocation()
1299 GX2_INLINE s32 GX2GetGeometrySamplerVarLocation(const GX2GeometryShader* shader, in GX2GetGeometrySamplerVarLocation() argument
1303 ASSERT(shader && "NULL Shader"); in GX2GetGeometrySamplerVarLocation()
1305 sampler = GX2GetGeometrySamplerVar(shader, name); in GX2GetGeometrySamplerVarLocation()
1324 GX2_INLINE s32 GX2GetPixelSamplerVarLocation(const GX2PixelShader* shader, in GX2GetPixelSamplerVarLocation() argument
1328 ASSERT(shader && "NULL Shader"); in GX2GetPixelSamplerVarLocation()
1330 sampler = GX2GetPixelSamplerVar(shader, name); in GX2GetPixelSamplerVarLocation()
1351 GX2_INLINE s32 GX2GetComputeSamplerVarLocation(const GX2ComputeShader* shader, in GX2GetComputeSamplerVarLocation() argument
1355 ASSERT(shader && "NULL Shader"); in GX2GetComputeSamplerVarLocation()
1357 sampler = GX2GetComputeSamplerVar(shader, name); in GX2GetComputeSamplerVarLocation()
1376 GX2_INLINE GX2AttribVar* GX2GetVertexAttribVar(const GX2VertexShader* shader, in GX2GetVertexAttribVar() argument
1380 ASSERT(shader && "NULL Shader"); in GX2GetVertexAttribVar()
1382 for (i = 0; i < shader->numAttribs; i++) in GX2GetVertexAttribVar()
1384 if (strcmp(shader->attribVars[i].name, name) == 0) in GX2GetVertexAttribVar()
1385 return &(shader->attribVars[i]); in GX2GetVertexAttribVar()
1400 GX2_INLINE s32 GX2GetVertexAttribVarLocation(const GX2VertexShader* shader, in GX2GetVertexAttribVarLocation() argument
1404 ASSERT(shader && "NULL Shader"); in GX2GetVertexAttribVarLocation()
1406 attribVar = GX2GetVertexAttribVar(shader, name); in GX2GetVertexAttribVarLocation()