Lines Matching refs:BuffersPass
164 } BuffersPass; variable
525 GX2InitTexture(&BuffersPass.myTextureBuffer[0], in BuffersPassInit()
532 GX2SetSurfaceSwizzle(&BuffersPass.myTextureBuffer[0].surface, 1); in BuffersPassInit()
533 GX2InitTexture(&BuffersPass.myTextureBuffer[1], in BuffersPassInit()
540 GX2SetSurfaceSwizzle(&BuffersPass.myTextureBuffer[1].surface, 2); in BuffersPassInit()
541 GX2InitTexture(&BuffersPass.myTextureBuffer[2], in BuffersPassInit()
548 GX2SetSurfaceSwizzle(&BuffersPass.myTextureBuffer[2].surface, 4); in BuffersPassInit()
551 GX2InitSampler(&BuffersPass.mySampler, in BuffersPassInit()
570 GX2UTCreateVertexBuffer(&BuffersPass.attribs.attributeBuffer[0], in BuffersPassInit()
575 GX2UTCreateVertexBuffer(&BuffersPass.attribs.attributeBuffer[1], in BuffersPassInit()
580 GX2UTCreateIndexBuffer(&BuffersPass.attribs.indexBuffer, in BuffersPassInit()
585 GX2UTFillBuffer(&BuffersPass.attribs.attributeBuffer[0], posInitData); in BuffersPassInit()
586 GX2UTFillBuffer(&BuffersPass.attribs.attributeBuffer[1], texInitData); in BuffersPassInit()
587 GX2UTFillBuffer(&BuffersPass.attribs.indexBuffer, idxInitData); in BuffersPassInit()
593 DEMOGfxLoadShaders(&BuffersPass.shaders, 0, gshBuf); in BuffersPassInit()
601 DEMOGfxInitShaderAttribute(&BuffersPass.shaders, in BuffersPassInit()
609 DEMOGfxGetPixelShaderSamplerLocation(&BuffersPass.shaders, "s_texture"); in BuffersPassInit()
612 DEMOGfxGetVertexShaderUniformLocation(&BuffersPass.shaders, "u_offset"); in BuffersPassInit()
615 DEMOGfxInitFetchShader(&BuffersPass.shaders); in BuffersPassInit()
652 DEMOGfxFreeShaders(&BuffersPass.shaders); in SceneFree()
656 GX2RDestroyBuffer(&BuffersPass.attribs.attributeBuffer[attribSlot]); in SceneFree()
659 GX2RDestroyBuffer(&BuffersPass.attribs.indexBuffer); in SceneFree()
685 … GX2SetSurfaceSwizzle(&BuffersPass.myTextureBuffer[i].surface, swizzleValues[sceneDraws][i]); in SceneDraw()
815 BuffersPass.myTextureBuffer[0].surface.imagePtr, in GeometryPassDraw()
816 BuffersPass.myTextureBuffer[0].surface.imageSize ); in GeometryPassDraw()
818 BuffersPass.myTextureBuffer[1].surface.imagePtr, in GeometryPassDraw()
819 BuffersPass.myTextureBuffer[1].surface.imageSize ); in GeometryPassDraw()
821 BuffersPass.myTextureBuffer[2].surface.imagePtr, in GeometryPassDraw()
822 BuffersPass.myTextureBuffer[2].surface.imageSize ); in GeometryPassDraw()
911 GX2SetShaders(&BuffersPass.shaders.fetchShader, in BuffersPassDraw()
912 BuffersPass.shaders.pVertexShader, in BuffersPassDraw()
913 BuffersPass.shaders.pPixelShader); in BuffersPassDraw()
918 GX2UTSetAttributeBuffer(&BuffersPass.attribs.attributeBuffer[attribSlot], attribSlot, 0); in BuffersPassDraw()
927 GX2SetVertexUniformReg(BuffersPass.shaders.uniformsVS.location[uniformVSCount], 4, mOffset); in BuffersPassDraw()
929 GX2InitTexturePtrs(&BuffersPass.myTextureBuffer[0], in BuffersPassDraw()
932 …GX2SetPixelTexture(&BuffersPass.myTextureBuffer[0], BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
933 …GX2SetPixelSampler(&BuffersPass.mySampler, BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
936 GX2UTDrawIndexed(GX2_PRIMITIVE_QUADS, &BuffersPass.attribs.indexBuffer); in BuffersPassDraw()
944 GX2SetVertexUniformReg(BuffersPass.shaders.uniformsVS.location[uniformVSCount], 4, mOffset); in BuffersPassDraw()
946 GX2InitTexturePtrs(&BuffersPass.myTextureBuffer[1], in BuffersPassDraw()
949 …GX2SetPixelTexture(&BuffersPass.myTextureBuffer[1], BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
950 …GX2SetPixelSampler(&BuffersPass.mySampler, BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
953 GX2UTDrawIndexed(GX2_PRIMITIVE_QUADS, &BuffersPass.attribs.indexBuffer); in BuffersPassDraw()
961 GX2SetVertexUniformReg(BuffersPass.shaders.uniformsVS.location[uniformVSCount], 4, mOffset); in BuffersPassDraw()
963 GX2InitTexturePtrs(&BuffersPass.myTextureBuffer[2], in BuffersPassDraw()
966 …GX2SetPixelTexture(&BuffersPass.myTextureBuffer[2], BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
967 …GX2SetPixelSampler(&BuffersPass.mySampler, BuffersPass.shaders.samplersPS.location[sample… in BuffersPassDraw()
970 GX2UTDrawIndexed(GX2_PRIMITIVE_QUADS, &BuffersPass.attribs.indexBuffer); in BuffersPassDraw()