Lines Matching defs:count

97 static void uniformNfv (const glw::Functions& gl, int n, int location, int count, const float* data)
101 case 1: gl.uniform1fv(location, count, data); break;
102 case 2: gl.uniform2fv(location, count, data); break;
103 case 3: gl.uniform3fv(location, count, data); break;
104 case 4: gl.uniform4fv(location, count, data); break;
109 static void uniformNiv (const glw::Functions& gl, int n, int location, int count, const int* data)
113 case 1: gl.uniform1iv(location, count, data); break;
114 case 2: gl.uniform2iv(location, count, data); break;
115 case 3: gl.uniform3iv(location, count, data); break;
116 case 4: gl.uniform4iv(location, count, data); break;
121 static void uniformMatrixNfv (const glw::Functions& gl, int n, int location, int count, const float* data)
125 case 2: gl.uniformMatrix2fv(location, count, GL_FALSE, &data[0]); break;
126 case 3: gl.uniformMatrix3fv(location, count, GL_FALSE, &data[0]); break;
127 case 4: gl.uniformMatrix4fv(location, count, GL_FALSE, &data[0]); break;
265 STATE_CALIBRATING = 0, //!< Calibrate draw call count, using first program in m_programs, with workload size 1.
865 // If call count is just 1, and the target frame time still wasn't reached, reduce grid or viewport size.
1007 // incrementing shader workload size by 1, when D draw calls are done, with a vertex/fragment count
1036 "R = " + string(m_caseType == CASETYPE_VERTEX ? "Vertex" : "Fragment") + " count",
2036 // \note In order to reduce case count and thus total execution time, we don't test all input type combinations for every function.