Searched refs:m_GeometryIntUniforms (Results 1 – 2 of 2) sorted by relevance
53 m_GeometryIntUniforms[0] = 0x7fff0000; // b0-b15 in ShaderProgram()54 m_GeometryIntUniforms[1] = HEADER_GEOMETRY, in ShaderProgram()55 m_GeometryIntUniforms[2] = 0x00000000; // i0 in ShaderProgram()56 m_GeometryIntUniforms[3] = 0x00000000; // i1 in ShaderProgram()57 m_GeometryIntUniforms[4] = 0x00000000; // i2 in ShaderProgram()58 m_GeometryIntUniforms[5] = 0x00000000; // i3 in ShaderProgram()120 …m_GeometryIntUniforms[0] |= shaderBinaryInfo->GetBoolConstant( shaderProgramDescription.GetGeometr… in ActivateDescription()
512 m_GeometryIntUniforms[0] |= 0x1 << index; in SetGeometryUniformBool()516 m_GeometryIntUniforms[0] &= ~(0x1 << index); in SetGeometryUniformBool()539 m_GeometryIntUniforms[2 + index] = value & 0xFF; in SetGeometryUniformInt()563 m_GeometryIntUniforms[2 + index] = (x & 0xFF) | ((y & 0xFF) << 8); in SetGeometryUniformInt()589 m_GeometryIntUniforms[2 + index] = (x & 0xFF) | ((y & 0xFF) << 8) | ((z & 0xFF) << 16); in SetGeometryUniformInt()598 internal::NWUseCmdlist<sizeof(m_GeometryIntUniforms)>(&m_GeometryIntUniforms[0]); in FlushUniform()629 mutable u32 m_GeometryIntUniforms[6]; variable