Lines Matching refs:i

142     for (int i = 0; i < resBinaryShader.GetShaderKindsCount(); i++)  in ResBinaryShader_Setup()  local
144 GLuint shader = glCreateShader(resBinaryShader.GetShaderKinds(i)); in ResBinaryShader_Setup()
145 resBinaryShader.SetShaderObjects(i, shader); in ResBinaryShader_Setup()
179 for (int i = 0; i < resBinaryShader.GetDescriptionsCount(); i++) in ResBinaryShader_Setup() local
181 ResShaderProgramDescription description = resBinaryShader.GetDescriptions(i); in ResBinaryShader_Setup()
183 s32 vertexIndex = resBinaryShader.GetDescriptions(i).GetVertexShaderIndex(); in ResBinaryShader_Setup()
188 s32 geometryIndex = resBinaryShader.GetDescriptions(i).GetGeometryShaderIndex(); in ResBinaryShader_Setup()
195 resBinaryShader.GetDescriptions(i).SetVertexShaderObject( vertexShader ); in ResBinaryShader_Setup()
196 resBinaryShader.GetDescriptions(i).SetGeometryShaderObject( geometryShader ); in ResBinaryShader_Setup()
197 resBinaryShader.GetDescriptions(i).Setup(allocator); in ResBinaryShader_Setup()
248 for (int i = 0; i < resBinaryShader.GetShaderObjectsCount(); i++) in Cleanup() local
250 u32 shaderObject = resBinaryShader.GetShaderObjects(i); in Cleanup()
254 resBinaryShader.SetShaderObjects(i, 0); in Cleanup()
279 for (int i = 0; i < symbolsCount; ++i) in Setup() local
281 ResShaderSymbol resShaderSymbol = this->GetSymbols(i); in Setup()
356 for (int i = 0; i < symbolsCount; ++i) in Cleanup() local
358 ResShaderSymbol resShaderSymbol = this->GetSymbols(i); in Cleanup()
468 for (int i = 0; i < this->GetAttributeSymbolsCount(); ++i) in AttachProgram() local
470 if (const char* symbol = this->GetAttributeSymbols(i)) in AttachProgram()