Searched refs:m_VertexIntUniforms (Results 1 – 2 of 2) sorted by relevance
48 m_VertexIntUniforms[0] = 0x7fff0000; // b0-b15 in ShaderProgram()49 m_VertexIntUniforms[1] = HEADER_VERTEX, in ShaderProgram()50 m_VertexIntUniforms[2] = 0x00000000; // i0 in ShaderProgram()51 m_VertexIntUniforms[3] = 0x00000000; // i1 in ShaderProgram()52 m_VertexIntUniforms[4] = 0x00000000; // i2 in ShaderProgram()53 m_VertexIntUniforms[5] = 0x00000000; // i3 in ShaderProgram()118 …m_VertexIntUniforms[0] |= shaderBinaryInfo->GetBoolConstant( shaderProgramDescription.GetVer… in ActivateDescription()
497 m_VertexIntUniforms[0] |= 0x1 << index; in SetVertexUniformBool()501 m_VertexIntUniforms[0] &= ~(0x1 << index); in SetVertexUniformBool()531 m_VertexIntUniforms[2 + index] = value & 0xFF; in SetVertexUniformInt()554 m_VertexIntUniforms[2 + index] = (x & 0xFF) | ((y & 0xFF) << 8); in SetVertexUniformInt()579 m_VertexIntUniforms[2 + index] = (x & 0xFF) | ((y & 0xFF) << 8) | ((z & 0xFF) << 16); in SetVertexUniformInt()598 internal::NWUseCmdlist<sizeof(m_VertexIntUniforms)>(&m_VertexIntUniforms[0]); in FlushUniform()631 mutable u32 m_VertexIntUniforms[6]; variable