Searched refs:NUM_SHADERS (Results 1 – 6 of 6) sorted by relevance
39 static const u32 NUM_SHADERS = 1; variable56 static ExpandColorShader g_expandColorShader[NUM_SHADERS];86 for (i = 0; i < NUM_SHADERS; ++i) in GX2UTExpandAAColorInit()
39 static const u32 NUM_SHADERS = 1; variable56 static ExpandDepthShader g_expandDepthShader[NUM_SHADERS];86 for (i = 0; i < NUM_SHADERS; ++i) in GX2UTExpandDepthInit()
40 static const u32 NUM_SHADERS = 1; variable57 static ConvertDepthShader g_expandDepthShader[NUM_SHADERS];87 for (i = 0; i < NUM_SHADERS; ++i) in GX2UTConvertDepthInit()
40 static const u32 NUM_SHADERS = 1; variable57 static ResolveColorShader g_resolveColorShader[NUM_SHADERS];87 for (i = 0; i < NUM_SHADERS; ++i) in GX2UTResolveColorInit()
83 static const u32 NUM_SHADERS = sizeof(PS_SHADERS)/sizeof(PS_SHADERS[0]); variable103 static CopySurfaceShader g_copySurfaceShader[NUM_SHADERS];156 for (i = 0; i < NUM_SHADERS; ++i) in GX2UTCopySurfaceRectInit()
39 static const u32 NUM_SHADERS = 1; variable60 static ClearSurfaceShader g_clearSurfaceShader[NUM_SHADERS];96 for (i = 0; i < NUM_SHADERS; ++i) in GX2UTClearSurfaceRectInit()