Searched refs:u_positionLocation (Results 1 – 6 of 6) sorted by relevance
| /CafeSDK-2.12.13-1/system/src/lib/gx2ut/ |
| D | gx2utExpandDepth.cpp | 51 u32 u_positionLocation; member 109 g_expandDepthShader[i].u_positionLocation = in GX2UTExpandDepthInit() 111 ASSERT((g_expandDepthShader[i].u_positionLocation != GX2_UNIFORM_VAR_INVALID_OFFSET) in GX2UTExpandDepthInit() 184 … GX2SetVertexUniformReg(g_expandDepthShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTExpandDepthBufferOp()
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| D | gx2utExpandColor.cpp | 51 u32 u_positionLocation; member 109 g_expandColorShader[i].u_positionLocation = in GX2UTExpandAAColorInit() 111 ASSERT((g_expandColorShader[i].u_positionLocation != GX2_UNIFORM_VAR_INVALID_OFFSET) in GX2UTExpandAAColorInit() 162 GX2SetVertexUniformReg(g_expandColorShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTExpandAAColorBufferOp()
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| D | gx2utConvertDepth.cpp | 52 u32 u_positionLocation; member 110 g_expandDepthShader[i].u_positionLocation = in GX2UTConvertDepthInit() 112 ASSERT((g_expandDepthShader[i].u_positionLocation != GX2_UNIFORM_VAR_INVALID_OFFSET) in GX2UTConvertDepthInit() 198 GX2SetVertexUniformReg(g_expandDepthShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTConvertDepthBufferToTextureSurfaceOp()
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| D | gx2utResolve.cpp | 52 u32 u_positionLocation; member 110 g_resolveColorShader[i].u_positionLocation = in GX2UTResolveColorInit() 112 ASSERT((g_resolveColorShader[i].u_positionLocation != GX2_UNIFORM_VAR_INVALID_OFFSET) in GX2UTResolveColorInit() 186 GX2SetVertexUniformReg(g_resolveColorShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTResolveAAColorBufferRectOp()
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| D | gx2utClear.cpp | 51 u32 u_positionLocation; member 119 g_clearSurfaceShader[i].u_positionLocation = in GX2UTClearSurfaceRectInit() 123 ASSERT((g_clearSurfaceShader[i].u_positionLocation != GX2_UNIFORM_VAR_INVALID_OFFSET) in GX2UTClearSurfaceRectInit() 704 GX2SetVertexUniformReg(g_clearSurfaceShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTClearRectOp() 862 GX2SetVertexUniformReg(g_clearSurfaceShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTInvalidateHiStencilRect()
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| D | gx2utCopy.cpp | 95 u32 u_positionLocation; member 179 g_copySurfaceShader[i].u_positionLocation = in GX2UTCopySurfaceRectInit() 183 ASSERT((g_copySurfaceShader[i].u_positionLocation != GX2_UNIFORM_VAR_INVALID_OFFSET) in GX2UTCopySurfaceRectInit() 546 GX2SetVertexUniformReg(g_copySurfaceShader[shaderIdx].u_positionLocation + i*4, 1*4, pos); in GX2UTCopySurfaceRectOp()
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