Searched refs:m_VertexIntUniforms (Results 1 – 2 of 2) sorted by relevance
46 m_VertexIntUniforms[0] = 0x7fff0000; // b0-b15 in ShaderProgram()47 m_VertexIntUniforms[1] = HEADER_VERTEX, in ShaderProgram()48 m_VertexIntUniforms[2] = 0x00000000; // i0 in ShaderProgram()49 m_VertexIntUniforms[3] = 0x00000000; // i1 in ShaderProgram()50 m_VertexIntUniforms[4] = 0x00000000; // i2 in ShaderProgram()51 m_VertexIntUniforms[5] = 0x00000000; // i3 in ShaderProgram()116 …m_VertexIntUniforms[0] |= shaderBinaryInfo->GetBoolConstant( shaderProgramDescription.GetVer… in ActivateDescription()
495 m_VertexIntUniforms[0] |= 0x1 << index; in SetVertexUniformBool()499 m_VertexIntUniforms[0] &= ~(0x1 << index); in SetVertexUniformBool()529 m_VertexIntUniforms[2 + index] = value & 0xFF; in SetVertexUniformInt()552 m_VertexIntUniforms[2 + index] = (x & 0xFF) | ((y & 0xFF) << 8); in SetVertexUniformInt()577 m_VertexIntUniforms[2 + index] = (x & 0xFF) | ((y & 0xFF) << 8) | ((z & 0xFF) << 16); in SetVertexUniformInt()596 internal::NWUseCmdlist<sizeof(m_VertexIntUniforms)>(&m_VertexIntUniforms[0]); in FlushUniform()629 mutable u32 m_VertexIntUniforms[6]; variable