Searched refs:numUniforms (Results 1 – 2 of 2) sorted by relevance
57 u32 numUniforms; member85 u32 numUniforms; member110 u32 numUniforms; member128 u32 numUniforms; member488 pVSout32->numUniforms = pVSin64->numUniforms; in GFDRepackVertexShaderFor32Bit()523 pPSout32->numUniforms = pPSin64->numUniforms; in GFDRepackPixelShaderFor32Bit()552 pGSout32->numUniforms = pGSin64->numUniforms; in GFDRepackGeometryShaderFor32Bit()585 pCSout32->numUniforms = pCSin64->numUniforms; in GFDRepackComputeShaderFor32Bit()675 …GFDDataTable *pDT = GFDCreateDataTable(sizeof(GX2VertexShader) + vsCopy.numUniforms * 8 + 512); … in GFDCreateBlockRelocateHeaderVSH()679 …int nElements = 11 + vsCopy.numUniformBlocks + vsCopy.numUniforms + vsCopy.numSamplers + vsCopy.nu… in GFDCreateBlockRelocateHeaderVSH()[all …]
205 u32 numUniforms; member279 u32 numUniforms; member346 u32 numUniforms; member439 u32 numUniforms; member567 for (i = 0; i < shader->numUniforms; i++) in GX2GetVertexUniformVar()594 for (i = 0; i < shader->numUniforms; i++) in GX2GetGeometryUniformVar()621 for (i = 0; i < shader->numUniforms; i++) in GX2GetPixelUniformVar()650 for (i = 0; i < shader->numUniforms; i++) in GX2GetComputeUniformVar()