Lines Matching refs:location

228 …id SetUniformBool(ShaderUniform location, bool value) const { glUniform1i(m_UniformLocation->GetUn…  in SetUniformBool()  argument
235 …id SetUniformFloat(ShaderUniform location, f32 value) const { glUniform1f(m_UniformLocation->GetUn… in SetUniformFloat() argument
242 …void SetUniformInt(ShaderUniform location, s32 value) const { glUniform1i(m_UniformLocation->GetUn… in SetUniformInt() argument
250 …id SetUniformInt(ShaderUniform location, s32 x, s32 y) const { glUniform2i(m_UniformLocation->GetU… in SetUniformInt() argument
259 …SetUniformInt(ShaderUniform location, s32 x, s32 y, s32 z) const { glUniform3i(m_UniformLocation->… in SetUniformInt() argument
269 …niformInt(ShaderUniform location, s32 x, s32 y, s32 z, s32 w) const { glUniform4i(m_UniformLocatio… in SetUniformInt() argument
276 …SetUniform2(ShaderUniform location, const GLfloat* pointer) const { glUniform2fv(m_UniformLocation… in SetUniform2() argument
283 …SetUniform3(ShaderUniform location, const GLfloat* pointer) const { glUniform3fv(m_UniformLocation… in SetUniform3() argument
290 …SetUniform4(ShaderUniform location, const GLfloat* pointer) const { glUniform4fv(m_UniformLocation… in SetUniform4() argument
297 … SetUniform(ShaderUniform location, const math::VEC2& vec) const { glUniform2fv(m_UniformLocation-… in SetUniform() argument
304 … SetUniform(ShaderUniform location, const math::VEC3& vec) const { glUniform3fv(m_UniformLocation-… in SetUniform() argument
311 … SetUniform(ShaderUniform location, const math::VEC4& vec) const { glUniform4fv(m_UniformLocation-… in SetUniform() argument
318 … SetUniform(ShaderUniform location, const math::MTX22& mtx) const { glUniform2fv(m_UniformLocation… in SetUniform() argument
325 … SetUniform(ShaderUniform location, const math::MTX23& mtx) const { glUniform3fv(m_UniformLocation… in SetUniform() argument
332 … SetUniform(ShaderUniform location, const math::MTX34& mtx) const { glUniform4fv(m_UniformLocation… in SetUniform() argument
339 … SetUniform(ShaderUniform location, const math::MTX44& mtx) const { glUniform4fv(m_UniformLocation… in SetUniform() argument
347 …iforms(ShaderUniform location, const math::VEC2* vec, int count) const { glUniform2fv(m_UniformLoc… in SetUniforms() argument
355 …iforms(ShaderUniform location, const math::VEC3* vec, int count) const { glUniform3fv(m_UniformLoc… in SetUniforms() argument
363 …iforms(ShaderUniform location, const math::VEC4* vec, int count) const { glUniform4fv(m_UniformLoc… in SetUniforms() argument
371 void SetUniforms(ShaderUniform location, const ut::MoveArray<TValue>* array) const in SetUniforms() argument
376 this->SetUniforms(location, array->Elements(), array->size()); in SetUniforms()
386 void SetUniforms(ShaderUniform location, const ut::MoveArray<TValue>* array, s32 size) const in SetUniforms() argument
391 this->SetUniforms(location, array->Elements(), size); in SetUniforms()
401 void SetUserUniform(GLint location, ResShaderParameterValue parameter) const in SetUserUniform() argument
405 glUniform1iv(location, 1, reinterpret_cast<GLint*>(parameter.GetValueS32())); in SetUserUniform()
409 glUniform1fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
413 glUniform2fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
417 glUniform3fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
421 glUniform4fv(location, 1, parameter.GetValueF32()); in SetUserUniform()