Searched refs:symbolIndex (Results 1 – 3 of 3) sorted by relevance
175 s32 symbolIndex = -1; in SearchUniformIndex() local187 symbolIndex = static_cast<s32>( info.regIndex & 0x0000ffff ); in SearchUniformIndex()189 if ( END_SYMBOL <= symbolIndex ) { symbolIndex = -1; } in SearchUniformIndex()190 …else if (BEGIN_BOOL <= symbolIndex ) { symbolType = SYMBOL_TYPE_BOOL; symbolIndex = symbolIndex … in SearchUniformIndex()191 …else if (BEGIN_INT <= symbolIndex ) { symbolType = SYMBOL_TYPE_INT; symbolIndex = symbolIndex … in SearchUniformIndex()192 …else if (BEGIN_FLOAT <= symbolIndex ) { symbolType = SYMBOL_TYPE_FLOAT; symbolIndex = symbolIndex … in SearchUniformIndex()193 …lse { symbolType = SYMBOL_TYPE_INPUT; symbolIndex = symbolIndex; } in SearchUniformIndex()198 return std::make_pair(symbolIndex, symbolType); in SearchUniformIndex()243 s32 symbolIndex = static_cast<s32>( info.regIndex & 0x0000ffff ); in SearchUniformIndex() local245 if (symbolIndex == targetIndex) in SearchUniformIndex()[all …]
424 int symbolIndex = (*parameter).GetSymbolIndex(); in ActivateShaderParameter() local425 if ( 0 <= symbolIndex && symbolIndex < symbolCount) in ActivateShaderParameter()427 ResShaderSymbol shaderSymbol = symbolArray[symbolIndex]; in ActivateShaderParameter()443 symbolHasBeenSetFlag[symbolIndex] = true; in ActivateShaderParameter()447 for (int symbolIndex = 0; symbolIndex < symbolCount; ++symbolIndex) in ActivateShaderParameter() local449 if ( ! symbolHasBeenSetFlag[symbolIndex] ) in ActivateShaderParameter()451 ResShaderSymbol shaderSymbol = symbolArray[symbolIndex]; in ActivateShaderParameter()
368 for (int symbolIndex = 0; symbolIndex < symbols.size(); ++symbolIndex) in CacheUserUniformIndex() local370 ResShaderSymbol shaderSymbol = symbols[symbolIndex]; in CacheUserUniformIndex()374 parameter.SetSymbolIndex(symbolIndex); in CacheUserUniformIndex()