Searched refs:resBinaryShader (Results 1 – 2 of 2) sorted by relevance
131 ResBinaryShader resBinaryShader = ResDynamicCast<ResBinaryShader>(resShader); in ResBinaryShader_Setup() local133 NW_ASSERT(resBinaryShader.GetShaderObjectsCount() != 0); in ResBinaryShader_Setup()135 u32 shaderObjects = resBinaryShader.GetShaderObjects(0); in ResBinaryShader_Setup()143 resBinaryShader.ref().m_CommandAllocator = allocator; in ResBinaryShader_Setup()145 for (int i = 0; i < resBinaryShader.GetShaderKindsCount(); i++) in ResBinaryShader_Setup()148 GLuint shader = glCreateShader(resBinaryShader.GetShaderKinds(i)); in ResBinaryShader_Setup()152 resBinaryShader.SetShaderObjects(i, shader); in ResBinaryShader_Setup()157 …resBinaryShader.ref().m_ShaderBinaryInfo = new(binaryAnalyzerBuffer) ShaderBinaryInfo( resBinarySh… in ResBinaryShader_Setup()159 ShaderBinaryInfo* shaderInfo = resBinaryShader.GetShaderBinaryInfo(); in ResBinaryShader_Setup()170 resBinaryShader.ref().m_CommandCache = buffer; in ResBinaryShader_Setup()[all …]
385 ResBinaryShader resBinaryShader = resShader.Dereference(); in SetupShader() local386 …NW_MINMAXLT_ASSERT(this->GetShaderProgramDescriptionIndex(), 0, resBinaryShader.GetDescriptionsCou… in SetupShader()389 resBinaryShader.GetDescriptions(this->GetShaderProgramDescriptionIndex()); in SetupShader()