Lines Matching refs:shaders

118     DEMOGfxShader shaders;  member
137 DEMOGfxShader shaders; member
156 DEMOGfxShader shaders; member
339 DEMOGfxLoadShaders(&GeometryPass.shaders, 0, gshBuf); in GeometryPassInit()
347 DEMOGfxInitShaderAttribute(&GeometryPass.shaders, in GeometryPassInit()
355 DEMOGfxGetVertexShaderUniformLocation(&GeometryPass.shaders, "u_modelMtx"); in GeometryPassInit()
356 DEMOGfxGetVertexShaderUniformLocation(&GeometryPass.shaders, "u_viewprojMtx"); in GeometryPassInit()
359 DEMOGfxGetPixelShaderUniformLocation(&GeometryPass.shaders, "u_color"); in GeometryPassInit()
362 DEMOGfxInitFetchShader(&GeometryPass.shaders); in GeometryPassInit()
487 DEMOGfxLoadShaders(&LightingPass.shaders, 0, gshBuf); in LightingPassInit()
495 DEMOGfxInitShaderAttribute(&LightingPass.shaders, in LightingPassInit()
503 DEMOGfxGetPixelShaderSamplerLocation(&LightingPass.shaders, "s_diffuse"); in LightingPassInit()
504 DEMOGfxGetPixelShaderSamplerLocation(&LightingPass.shaders, "s_normal"); in LightingPassInit()
505 DEMOGfxGetPixelShaderSamplerLocation(&LightingPass.shaders, "s_position"); in LightingPassInit()
508 DEMOGfxGetPixelShaderUniformLocation(&LightingPass.shaders, "u_ambientColor"); in LightingPassInit()
509 DEMOGfxGetPixelShaderUniformLocation(&LightingPass.shaders, "u_lightColor"); in LightingPassInit()
510 DEMOGfxGetPixelShaderUniformLocation(&LightingPass.shaders, "u_lightPosition"); in LightingPassInit()
511 DEMOGfxGetPixelShaderUniformLocation(&LightingPass.shaders, "u_cameraPosition"); in LightingPassInit()
514 DEMOGfxInitFetchShader(&LightingPass.shaders); in LightingPassInit()
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()
625 DEMOGfxFreeShaders(&GeometryPass.shaders); in SceneFree()
642 DEMOGfxFreeShaders(&LightingPass.shaders); in SceneFree()
652 DEMOGfxFreeShaders(&BuffersPass.shaders); in SceneFree()
774 GX2SetShaders(&GeometryPass.shaders.fetchShader, in GeometryPassDraw()
775 GeometryPass.shaders.pVertexShader, in GeometryPassDraw()
776 GeometryPass.shaders.pPixelShader); in GeometryPassDraw()
785 …GX2SetVertexUniformReg(GeometryPass.shaders.uniformsVS.location[uniformVSCount++], 4*4, GeometryPa… in GeometryPassDraw()
786 …GX2SetVertexUniformReg(GeometryPass.shaders.uniformsVS.location[uniformVSCount++], 4*4, GeometryPa… in GeometryPassDraw()
788 …GX2SetPixelUniformReg(GeometryPass.shaders.uniformsPS.location[uniformPSCount], 4, &GeometryPass.c… in GeometryPassDraw()
853 GX2SetShaders(&LightingPass.shaders.fetchShader, in LightingPassDraw()
854 LightingPass.shaders.pVertexShader, in LightingPassDraw()
855 LightingPass.shaders.pPixelShader); in LightingPassDraw()
869 …GX2SetPixelTexture(&LightingPass.myTextureBuffer[0], LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
870 …GX2SetPixelSampler(&LightingPass.mySampler, LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
872 …GX2SetPixelTexture(&LightingPass.myTextureBuffer[1], LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
873 …GX2SetPixelSampler(&LightingPass.mySampler, LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
875 …GX2SetPixelTexture(&LightingPass.myTextureBuffer[2], LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
876 …GX2SetPixelSampler(&LightingPass.mySampler, LightingPass.shaders.samplersPS.location[samp… in LightingPassDraw()
879 …GX2SetPixelUniformReg(LightingPass.shaders.uniformsPS.location[uniformPSCount], 4, &LightingPass.a… in LightingPassDraw()
881 …GX2SetPixelUniformReg(LightingPass.shaders.uniformsPS.location[uniformPSCount], 4, &LightingPass.l… in LightingPassDraw()
883 …GX2SetPixelUniformReg(LightingPass.shaders.uniformsPS.location[uniformPSCount], 4, &LightingPass.l… in LightingPassDraw()
885 …GX2SetPixelUniformReg(LightingPass.shaders.uniformsPS.location[uniformPSCount], 4, &LightingPass.c… in LightingPassDraw()
911 GX2SetShaders(&BuffersPass.shaders.fetchShader, in BuffersPassDraw()
912 BuffersPass.shaders.pVertexShader, in BuffersPassDraw()
913 BuffersPass.shaders.pPixelShader); in BuffersPassDraw()
927 GX2SetVertexUniformReg(BuffersPass.shaders.uniformsVS.location[uniformVSCount], 4, mOffset); 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()
944 GX2SetVertexUniformReg(BuffersPass.shaders.uniformsVS.location[uniformVSCount], 4, mOffset); 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()
961 GX2SetVertexUniformReg(BuffersPass.shaders.uniformsVS.location[uniformVSCount], 4, mOffset); 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()