Searched refs:symbolIndex (Results 1 – 3 of 3) sorted by relevance
211 s32 symbolIndex = -1; in SearchUniformIndex() local223 symbolIndex = static_cast<s32>( info.regIndex & 0x0000ffff ); in SearchUniformIndex()225 if ( END_SYMBOL <= symbolIndex ) { symbolIndex = -1; } in SearchUniformIndex()226 …else if (BEGIN_BOOL <= symbolIndex ) { symbolType = SYMBOL_TYPE_BOOL; symbolIndex = symbolIndex … in SearchUniformIndex()227 …else if (BEGIN_INT <= symbolIndex ) { symbolType = SYMBOL_TYPE_INT; symbolIndex = symbolIndex … in SearchUniformIndex()228 …else if (BEGIN_FLOAT <= symbolIndex ) { symbolType = SYMBOL_TYPE_FLOAT; symbolIndex = symbolIndex … in SearchUniformIndex()229 …lse { symbolType = SYMBOL_TYPE_INPUT; symbolIndex = symbolIndex; } in SearchUniformIndex()234 return std::make_pair(symbolIndex, symbolType); in SearchUniformIndex()279 s32 symbolIndex = static_cast<s32>( info.regIndex & 0x0000ffff ); in SearchUniformIndex() local281 if (symbolIndex == targetIndex) in SearchUniformIndex()[all …]
426 int symbolIndex = (*parameter).GetSymbolIndex(); in ActivateShaderParameter() local427 if ( 0 <= symbolIndex && symbolIndex < symbolCount) in ActivateShaderParameter()429 ResShaderSymbol shaderSymbol = symbolArray[symbolIndex]; in ActivateShaderParameter()445 symbolHasBeenSetFlag[symbolIndex] = true; in ActivateShaderParameter()449 for (int symbolIndex = 0; symbolIndex < symbolCount; ++symbolIndex) in ActivateShaderParameter() local451 if ( ! symbolHasBeenSetFlag[symbolIndex] ) in ActivateShaderParameter()453 ResShaderSymbol shaderSymbol = symbolArray[symbolIndex]; in ActivateShaderParameter()
426 for (int symbolIndex = 0; symbolIndex < symbols.size(); ++symbolIndex) in CacheUserUniformIndex() local428 ResShaderSymbol shaderSymbol = symbols[symbolIndex]; in CacheUserUniformIndex()432 parameter.SetSymbolIndex(symbolIndex); in CacheUserUniformIndex()