Lines Matching refs:resBinaryShader

131     ResBinaryShader resBinaryShader = ResDynamicCast<ResBinaryShader>(resShader);  in ResBinaryShader_Setup()  local
133 NW_ASSERT(resBinaryShader.GetShaderObjectsCount() != 0); in ResBinaryShader_Setup()
135 u32 shaderObjects = resBinaryShader.GetShaderObjects(0); in ResBinaryShader_Setup()
142 for (int i = 0; i < resBinaryShader.GetShaderKindsCount(); i++) in ResBinaryShader_Setup()
144 GLuint shader = glCreateShader(resBinaryShader.GetShaderKinds(i)); in ResBinaryShader_Setup()
145 resBinaryShader.SetShaderObjects(i, shader); in ResBinaryShader_Setup()
150resBinaryShader.ref().m_ShaderBinaryInfo = new(binaryAnalyzerBuffer) ShaderBinaryInfo( resBinarySh… in ResBinaryShader_Setup()
152 ShaderBinaryInfo* shaderInfo = resBinaryShader.GetShaderBinaryInfo(); in ResBinaryShader_Setup()
165 resBinaryShader.ref().m_CommandCache = builder.AllocAndCopy(); in ResBinaryShader_Setup()
166 resBinaryShader.ref().m_CommandCacheSize = builder.GetSize(); in ResBinaryShader_Setup()
172 resBinaryShader.GetShaderObjectsCount(), in ResBinaryShader_Setup()
173 reinterpret_cast<GLuint*>(resBinaryShader.GetShaderObjects()), in ResBinaryShader_Setup()
175 resBinaryShader.GetBinaryData(), in ResBinaryShader_Setup()
176 resBinaryShader.GetBinaryDataCount()); in ResBinaryShader_Setup()
179 for (int i = 0; i < resBinaryShader.GetDescriptionsCount(); i++) in ResBinaryShader_Setup()
181 ResShaderProgramDescription description = resBinaryShader.GetDescriptions(i); in ResBinaryShader_Setup()
183 s32 vertexIndex = resBinaryShader.GetDescriptions(i).GetVertexShaderIndex(); in ResBinaryShader_Setup()
184 NW_MINMAXLT_ASSERT(vertexIndex, 0, resBinaryShader.GetShaderObjectsCount()); in ResBinaryShader_Setup()
185 vertexShader = resBinaryShader.GetShaderObjects(vertexIndex); in ResBinaryShader_Setup()
188 s32 geometryIndex = resBinaryShader.GetDescriptions(i).GetGeometryShaderIndex(); in ResBinaryShader_Setup()
190 if (0 <= geometryIndex && geometryIndex < resBinaryShader.GetShaderObjectsCount()) in ResBinaryShader_Setup()
192 geometryShader = resBinaryShader.GetShaderObjects(geometryIndex); 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()
226 ResBinaryShader resBinaryShader = ResDynamicCast<ResBinaryShader>(*this); in Cleanup() local
228 if (resBinaryShader.IsValid()) in Cleanup()
230 if ( resBinaryShader.ref().m_CommandCache != NULL ) in Cleanup()
232 CommandCacheManager::Free( resBinaryShader.ref().m_CommandCache ); in Cleanup()
233 resBinaryShader.ref().m_CommandCache = NULL; in Cleanup()
234 resBinaryShader.ref().m_CommandCacheSize = 0; in Cleanup()
237 if ( resBinaryShader.ref().m_ShaderBinaryInfo != NULL ) in Cleanup()
239 ShaderBinaryInfo* shaderInfo = resBinaryShader.GetShaderBinaryInfo(); in Cleanup()
243 resBinaryShader.ref().m_ShaderBinaryInfo = NULL; in Cleanup()
246 ut::SafeCleanupAll(resBinaryShader.GetDescriptions()); in Cleanup()
248 for (int i = 0; i < resBinaryShader.GetShaderObjectsCount(); i++) in Cleanup()
250 u32 shaderObject = resBinaryShader.GetShaderObjects(i); in Cleanup()
254 resBinaryShader.SetShaderObjects(i, 0); in Cleanup()