Searched refs:uniformBlocks (Results 1 – 2 of 2) sorted by relevance
202 GX2UniformBlock * uniformBlocks; member276 GX2UniformBlock * uniformBlocks; member343 GX2UniformBlock * uniformBlocks; member436 GX2UniformBlock * uniformBlocks; member955 if (strcmp(shader->uniformBlocks[i].name, name) == 0) in GX2GetVertexUniformBlock()956 return &(shader->uniformBlocks[i]); in GX2GetVertexUniformBlock()983 if (strcmp(shader->uniformBlocks[i].name, name) == 0) in GX2GetGeometryUniformBlock()984 return &(shader->uniformBlocks[i]); in GX2GetGeometryUniformBlock()1013 if (strcmp(shader->uniformBlocks[i].name, name) == 0) in GX2GetPixelUniformBlock()1014 return &(shader->uniformBlocks[i]); in GX2GetPixelUniformBlock()[all …]
56 u32 uniformBlocks; member84 u32 uniformBlocks; member109 u32 uniformBlocks; member127 u32 uniformBlocks; member487 pVSout32->uniformBlocks = (u32) pVSin64->uniformBlocks; in GFDRepackVertexShaderFor32Bit()522 pPSout32->uniformBlocks = (u32) pPSin64->uniformBlocks; in GFDRepackPixelShaderFor32Bit()551 pGSout32->uniformBlocks = (u32) pGSin64->uniformBlocks; in GFDRepackGeometryShaderFor32Bit()584 pCSout32->uniformBlocks = (u32) pCSin64->uniformBlocks; in GFDRepackComputeShaderFor32Bit()704 size = GFDRepackUniformBlockArrayFor32Bit(vsCopy.uniformBlocks, pUB, vsCopy.numUniformBlocks); in GFDCreateBlockRelocateHeaderVSH()707 …pAddr[nE] = (vsCopy.numUniformBlocks == 0) ? 0 : pOffset[oMain] + (u32)&vsCopy32.uniformBlocks - … in GFDCreateBlockRelocateHeaderVSH()[all …]