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Searched refs:BindSymbol (Results 1 – 5 of 5) sorted by relevance

/CTR-SDK-4.2.5/include/nn/gr/CTR/
Dgr_BindSymbol.h31 class BindSymbol
99 explicit BindSymbol( const ShaderType shader_type, const SymbolType symbol_type ) in BindSymbol() function
112 class BindSymbolVSInput : public BindSymbol
119 BindSymbol( SHADER_TYPE_VERTEX, SYMBOL_TYPE_INPUT ) in BindSymbolVSInput()
127 class BindSymbolVSFloat : public BindSymbol
134 BindSymbol( SHADER_TYPE_VERTEX, SYMBOL_TYPE_FLOAT ) in BindSymbolVSFloat()
196 class BindSymbolVSInteger : public BindSymbol
200 BindSymbol( SHADER_TYPE_VERTEX, SYMBOL_TYPE_INTEGER ) in BindSymbolVSInteger()
223 class BindSymbolVSBool : public BindSymbol
230 BindSymbol( SHADER_TYPE_VERTEX, SYMBOL_TYPE_BOOL ) in BindSymbolVSBool()
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Dgr_Shader.h308 BindSymbol* symbol,
323 const BindSymbol::ShaderType shader_type,
324 const BindSymbol::SymbolType symbol_type ) const;
339 BindSymbol* symbol,
Dgr_ShaderLite.h318 BindSymbol* symbol,
333 const BindSymbol::ShaderType shader_type,
334 const BindSymbol::SymbolType symbol_type ) const;
349 BindSymbol* symbol,
/CTR-SDK-4.2.5/sources/libraries/gr/CTR/
Dgr_Shader.cpp905 bool Shader::SearchBindSymbol( BindSymbol* symbol, in SearchBindSymbol()
908 const s32 shader_index = ( symbol->shaderType == BindSymbol::SHADER_TYPE_GEOMETRY ) in SearchBindSymbol()
949 return symbol->symbolType == BindSymbol::SYMBOL_TYPE_BOOL; in SearchBindSymbol()
956 return symbol->symbolType == BindSymbol::SYMBOL_TYPE_INTEGER; in SearchBindSymbol()
963 return symbol->symbolType == BindSymbol::SYMBOL_TYPE_FLOAT; in SearchBindSymbol()
967 return symbol->symbolType == BindSymbol::SYMBOL_TYPE_INPUT; in SearchBindSymbol()
977 const BindSymbol::ShaderType shader_type, in SearchBindSymbolNum()
978 const BindSymbol::SymbolType symbol_type ) const in SearchBindSymbolNum()
980 …const s32 shader_index = ( shader_type == BindSymbol::SHADER_TYPE_GEOMETRY ) ? GetGeoShaderIndex()… in SearchBindSymbolNum()
1000 symbol_type == BindSymbol::SYMBOL_TYPE_BOOL ) in SearchBindSymbolNum()
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Dgr_ShaderLite.cpp968 bool ShaderLite::SearchBindSymbol( BindSymbol* symbol, in SearchBindSymbol()
971 const s32 shader_index = ( symbol->shaderType == BindSymbol::SHADER_TYPE_GEOMETRY ) in SearchBindSymbol()
1012 return symbol->symbolType == BindSymbol::SYMBOL_TYPE_BOOL; in SearchBindSymbol()
1019 return symbol->symbolType == BindSymbol::SYMBOL_TYPE_INTEGER; in SearchBindSymbol()
1026 return symbol->symbolType == BindSymbol::SYMBOL_TYPE_FLOAT; in SearchBindSymbol()
1030 return symbol->symbolType == BindSymbol::SYMBOL_TYPE_INPUT; in SearchBindSymbol()
1040 const BindSymbol::ShaderType shader_type, in SearchBindSymbolNum()
1041 const BindSymbol::SymbolType symbol_type ) const in SearchBindSymbolNum()
1043 …const s32 shader_index = ( shader_type == BindSymbol::SHADER_TYPE_GEOMETRY ) ? GetGeoShaderIndex()… in SearchBindSymbolNum()
1063 symbol_type == BindSymbol::SYMBOL_TYPE_BOOL ) in SearchBindSymbolNum()
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