Searched refs:uniformMatrixIndex (Results 1 – 2 of 2) sorted by relevance
137 const u32 uniformMatrixIndex, const u32 registerIndex) in SetVSUniformMatrixRegisterIndex() argument145 if (! ( uniformMatrixIndex < DEMO_MAX_COMMAND_CACHE_MATRIX_NUM ) ) in SetVSUniformMatrixRegisterIndex()148 uniformMatrixIndex, DEMO_MAX_COMMAND_CACHE_MATRIX_NUM); in SetVSUniformMatrixRegisterIndex()151 m_VertexShaderUniformMatrixArray2d[modelIndex][uniformMatrixIndex].m_Valid = true; in SetVSUniformMatrixRegisterIndex()152 …m_VertexShaderUniformMatrixArray2d[modelIndex][uniformMatrixIndex].m_RegisterIndex = registerIndex; in SetVSUniformMatrixRegisterIndex()237 …for (u32 uniformMatrixIndex = 0; uniformMatrixIndex < DEMO_MAX_COMMAND_CACHE_MATRIX_NUM; uniformMa… in EndSave() local239 if ( m_VertexShaderUniformMatrixArray2d[modelIndex][uniformMatrixIndex].m_Valid ) in EndSave()246 … m_VertexShaderUniformMatrixArray2d[modelIndex][uniformMatrixIndex].m_RegisterIndex + index, in EndSave()247 … &m_VertexShaderUniformMatrixArray2d[modelIndex][uniformMatrixIndex].m_Offset[index][0]); in EndSave()263 …void CommandCache::UpdateVSUniformMatrix(const u32 modelIndex, const u32 uniformMatrixIndex, const… in UpdateVSUniformMatrix() argument[all …]
115 …void SetVSUniformMatrixRegisterIndex(const u32 modelIndex, const u32 uniformMatrixIndex, const u32…127 …void UpdateVSUniformMatrix(const u32 modelIndex, const u32 uniformMatrixIndex, const nn::math::MTX…