Lines Matching refs:location

231 …id SetUniformBool(ShaderUniform location, bool value) const { glUniform1i(m_UniformLocation->GetUn…  in SetUniformBool()  argument
238 …id SetUniformFloat(ShaderUniform location, f32 value) const { glUniform1f(m_UniformLocation->GetUn… in SetUniformFloat() argument
245 …void SetUniformInt(ShaderUniform location, s32 value) const { glUniform1i(m_UniformLocation->GetUn… in SetUniformInt() argument
253 …id SetUniformInt(ShaderUniform location, s32 x, s32 y) const { glUniform2i(m_UniformLocation->GetU… in SetUniformInt() argument
262 …SetUniformInt(ShaderUniform location, s32 x, s32 y, s32 z) const { glUniform3i(m_UniformLocation->… in SetUniformInt() argument
272 …niformInt(ShaderUniform location, s32 x, s32 y, s32 z, s32 w) const { glUniform4i(m_UniformLocatio… in SetUniformInt() argument
279 …SetUniform2(ShaderUniform location, const GLfloat* pointer) const { glUniform2fv(m_UniformLocation… in SetUniform2() argument
286 …SetUniform3(ShaderUniform location, const GLfloat* pointer) const { glUniform3fv(m_UniformLocation… in SetUniform3() argument
293 …SetUniform4(ShaderUniform location, const GLfloat* pointer) const { glUniform4fv(m_UniformLocation… in SetUniform4() argument
300 … SetUniform(ShaderUniform location, const math::VEC2& vec) const { glUniform2fv(m_UniformLocation-… in SetUniform() argument
307 … SetUniform(ShaderUniform location, const math::VEC3& vec) const { glUniform3fv(m_UniformLocation-… in SetUniform() argument
314 … SetUniform(ShaderUniform location, const math::VEC4& vec) const { glUniform4fv(m_UniformLocation-… in SetUniform() argument
321 … SetUniform(ShaderUniform location, const math::MTX22& mtx) const { glUniform2fv(m_UniformLocation… in SetUniform() argument
328 … SetUniform(ShaderUniform location, const math::MTX23& mtx) const { glUniform3fv(m_UniformLocation… in SetUniform() argument
335 … SetUniform(ShaderUniform location, const math::MTX34& mtx) const { glUniform4fv(m_UniformLocation… in SetUniform() argument
342 … SetUniform(ShaderUniform location, const math::MTX44& mtx) const { glUniform4fv(m_UniformLocation… in SetUniform() argument
350 …iforms(ShaderUniform location, const math::VEC2* vec, int count) const { glUniform2fv(m_UniformLoc… in SetUniforms() argument
358 …iforms(ShaderUniform location, const math::VEC3* vec, int count) const { glUniform3fv(m_UniformLoc… in SetUniforms() argument
366 …iforms(ShaderUniform location, const math::VEC4* vec, int count) const { glUniform4fv(m_UniformLoc… in SetUniforms() argument
374 void SetUniforms(ShaderUniform location, const ut::MoveArray<TValue>* array) const in SetUniforms() argument
379 this->SetUniforms(location, array->Elements(), array->size()); in SetUniforms()
389 void SetUniforms(ShaderUniform location, const ut::MoveArray<TValue>* array, s32 size) const in SetUniforms() argument
394 this->SetUniforms(location, array->Elements(), size); in SetUniforms()
404 void SetUserUniform(GLint location, ResShaderParameterValue parameter) const in SetUserUniform() argument
408 glUniform1iv(location, 1, reinterpret_cast<GLint*>(parameter.GetValueS32())); in SetUserUniform()
412 glUniform1fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
416 glUniform2fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
420 glUniform3fv(location, 1, parameter.GetValueF32()); in SetUserUniform()
424 glUniform4fv(location, 1, parameter.GetValueF32()); in SetUserUniform()