Searched refs:m_GeoShaderBoolMapUniform (Results 1 – 4 of 4) sorted by relevance
88 …m_GeoShaderBoolMapUniform = ( m_GeoShaderBoolMapUniform & ~( 1 << symbol.start ) ) | ( ( isEnable … in SetUniformBool()161 *command++ = 0x7fff0000 | m_GeoShaderBoolMapUniform; in MakeGeoBoolMapCommand()404 return m_GeoShaderBoolMapUniform; in GetGeoShaderBoolMap()629 bit32 m_GeoShaderBoolMapUniform; variable
89 …m_GeoShaderBoolMapUniform = ( m_GeoShaderBoolMapUniform & ~( 1 << symbol.start ) ) | ( ( isEnable … in SetUniformBool()162 *command++ = 0x7fff0000 | m_GeoShaderBoolMapUniform; in MakeGeoBoolMapCommand()414 return m_GeoShaderBoolMapUniform; in GetGeoShaderBoolMap()663 bit32 m_GeoShaderBoolMapUniform; variable
32 m_GeoShaderBoolMapUniform( 0 ), in Shader()56 m_GeoShaderBoolMapUniform = 0; in SetupBinary()410 boolMap = &m_GeoShaderBoolMapUniform; in MakeConstRgCommand_()
32 m_GeoShaderBoolMapUniform( 0 ), in ShaderLite()88 m_GeoShaderBoolMapUniform = 0; in SetupBinary()473 boolMap = &m_GeoShaderBoolMapUniform; in MakeConstRgCommand_()