Lines Matching refs:i
564 u32 i; in GX2GetVertexUniformVar() local
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()
591 u32 i; in GX2GetGeometryUniformVar() local
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()
618 u32 i; in GX2GetPixelUniformVar() local
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()
647 u32 i; in GX2GetComputeUniformVar() local
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()
895 u32 i; in GX2SetVertexUniformRegDefaults() local
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()
919 u32 i; in GX2SetPixelUniformRegDefaults() local
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()
950 u32 i; in GX2GetVertexUniformBlock() local
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()
978 u32 i; in GX2GetGeometryUniformBlock() local
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()
1008 u32 i; in GX2GetPixelUniformBlock() local
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()
1041 u32 i; in GX2GetComputeUniformBlock() local
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()
1160 u32 i; in GX2GetVertexSamplerVar() local
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()
1188 u32 i; in GX2GetGeometrySamplerVar() local
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()
1216 u32 i; in GX2GetPixelSamplerVar() local
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()
1249 u32 i; in GX2GetComputeSamplerVar() local
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()
1379 u32 i; in GX2GetVertexAttribVar() local
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()