Searched refs:shaderIdx (Results 1 – 6 of 6) sorted by relevance
| /CafeSDK-2.12.13-1/system/src/lib/gx2ut/ |
| D | gx2utExpandDepth.cpp | 125 u32 shaderIdx = 0; in GX2UTExpandDepthBufferOp() local 163 GX2SetVertexShader(g_expandDepthShader[shaderIdx].pVertexShader); in GX2UTExpandDepthBufferOp() 164 GX2SetPixelShader(g_expandDepthShader[shaderIdx].pPixelShader); in GX2UTExpandDepthBufferOp() 184 … GX2SetVertexUniformReg(g_expandDepthShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTExpandDepthBufferOp()
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| D | gx2utExpandColor.cpp | 125 u32 shaderIdx = 0; in GX2UTExpandAAColorBufferOp() local 141 GX2SetVertexShader(g_expandColorShader[shaderIdx].pVertexShader); in GX2UTExpandAAColorBufferOp() 142 GX2SetPixelShader(g_expandColorShader[shaderIdx].pPixelShader); in GX2UTExpandAAColorBufferOp() 162 GX2SetVertexUniformReg(g_expandColorShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTExpandAAColorBufferOp()
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| D | gx2utConvertDepth.cpp | 130 u32 shaderIdx = 0; in GX2UTConvertDepthBufferToTextureSurfaceOp() local 177 GX2SetVertexShader(g_expandDepthShader[shaderIdx].pVertexShader); in GX2UTConvertDepthBufferToTextureSurfaceOp() 178 GX2SetPixelShader(g_expandDepthShader[shaderIdx].pPixelShader); in GX2UTConvertDepthBufferToTextureSurfaceOp() 198 GX2SetVertexUniformReg(g_expandDepthShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTConvertDepthBufferToTextureSurfaceOp()
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| D | gx2utResolve.cpp | 128 u32 shaderIdx = 0; in GX2UTResolveAAColorBufferRectOp() local 165 GX2SetVertexShader(g_resolveColorShader[shaderIdx].pVertexShader); in GX2UTResolveAAColorBufferRectOp() 166 GX2SetPixelShader(g_resolveColorShader[shaderIdx].pPixelShader); in GX2UTResolveAAColorBufferRectOp() 186 GX2SetVertexUniformReg(g_resolveColorShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTResolveAAColorBufferRectOp()
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| D | gx2utClear.cpp | 679 u32 shaderIdx = 0; in GX2UTClearRectOp() local 683 GX2SetVertexShader(g_clearSurfaceShader[shaderIdx].pVertexShader); in GX2UTClearRectOp() 684 GX2SetPixelShader(g_clearSurfaceShader[shaderIdx].pPixelShader); in GX2UTClearRectOp() 704 GX2SetVertexUniformReg(g_clearSurfaceShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTClearRectOp() 709 GX2SetPixelUniformReg(g_clearSurfaceShader[shaderIdx].u_clearColorLocation, 1*4, clearColor); in GX2UTClearRectOp() 837 u32 shaderIdx = 0; in GX2UTInvalidateHiStencilRect() local 841 GX2SetVertexShader(g_clearSurfaceShader[shaderIdx].pVertexShader); in GX2UTInvalidateHiStencilRect() 842 GX2SetPixelShader(g_clearSurfaceShader[shaderIdx].pPixelShader); in GX2UTInvalidateHiStencilRect() 862 GX2SetVertexUniformReg(g_clearSurfaceShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTInvalidateHiStencilRect()
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| D | gx2utCopy.cpp | 279 u32 shaderIdx = (srcSurface->dim != GX2_SURFACE_DIM_3D ? srcSurface->aa : VS_SHADER_3D_INDEX); in GX2UTCopySurfaceRectOp() local 441 GX2SetVertexShader(g_copySurfaceShader[shaderIdx].pVertexShader); in GX2UTCopySurfaceRectOp() 442 GX2SetPixelShader(g_copySurfaceShader[shaderIdx].pPixelShader); in GX2UTCopySurfaceRectOp() 546 GX2SetVertexUniformReg(g_copySurfaceShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTCopySurfaceRectOp() 547 GX2SetVertexUniformReg(g_copySurfaceShader[shaderIdx].u_texcoordLocation + i*4, 1*4, tex); in GX2UTCopySurfaceRectOp() 651 GX2SetPixelTexture(&texture, g_copySurfaceShader[shaderIdx].textureLocation); in GX2UTCopySurfaceRectOp() 652 GX2SetPixelSampler(&g_copySurfaceSampler, g_copySurfaceShader[shaderIdx].textureLocation); in GX2UTCopySurfaceRectOp()
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