/third_party/mesa3d/src/compiler/glsl/ |
H A D | gl_nir_link_uniforms.c | 42 /** List of dereferences of the uniform array. */ 87 * Update the sizes of linked shader uniform arrays to the maximum 98 * active uniform reported by the GL per uniform array. 148 /* If this is a built-in uniform (i.e., it's backed by some in update_array_sizes() 212 struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; in nir_setup_uniform_remap_tables() local 214 if (uniform->hidden) in nir_setup_uniform_remap_tables() 217 if (uniform->is_shader_storage || in nir_setup_uniform_remap_tables() 218 glsl_get_base_type(uniform->type) == GLSL_TYPE_SUBROUTINE) in nir_setup_uniform_remap_tables() 224 /* How many new entries for this uniform in nir_setup_uniform_remap_tables() 244 struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; nir_setup_uniform_remap_tables() local 315 struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; nir_setup_uniform_remap_tables() local 352 struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; nir_setup_uniform_remap_tables() local 395 struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; nir_setup_uniform_remap_tables() local 601 mark_stage_as_active(struct gl_uniform_storage *uniform, unsigned stage) mark_stage_as_active() argument 663 add_parameter(struct gl_uniform_storage *uniform, const struct gl_constants *consts, struct gl_shader_program *prog, const struct glsl_type *type, struct nir_link_uniforms_state *state) add_parameter() argument 728 get_next_index(struct nir_link_uniforms_state *state, const struct gl_uniform_storage *uniform, unsigned *next_index, bool *initialised) get_next_index() argument 763 update_uniforms_shader_info(struct gl_shader_program *prog, struct nir_link_uniforms_state *state, struct gl_uniform_storage *uniform, const struct glsl_type *type, unsigned stage) update_uniforms_shader_info() argument 969 struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; find_and_update_named_uniform_storage() local 1032 struct gl_uniform_storage *uniform = NULL; find_and_update_previous_uniform_storage() local 1082 struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i]; find_and_update_previous_uniform_storage() local 1209 struct gl_uniform_storage *uniform = NULL; nir_link_uniform() local [all...] |
/third_party/skia/third_party/externals/angle2/src/libANGLE/ |
H A D | Uniform.cpp | 68 LinkedUniform::LinkedUniform(const sh::ShaderVariable &uniform) in LinkedUniform() argument 69 : sh::ShaderVariable(uniform), in LinkedUniform() 78 LinkedUniform::LinkedUniform(const LinkedUniform &uniform) in LinkedUniform() argument 79 : sh::ShaderVariable(uniform), in LinkedUniform() 80 ActiveVariable(uniform), in LinkedUniform() 81 typeInfo(uniform.typeInfo), in LinkedUniform() 82 bufferIndex(uniform.bufferIndex), in LinkedUniform() 83 blockInfo(uniform.blockInfo), in LinkedUniform() 84 outerArraySizes(uniform.outerArraySizes) in LinkedUniform() 87 LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform) in operator =() argument [all...] |
H A D | ProgramLinkedResources.cpp | 8 // uniform locations. Populates data structures related to uniforms so that they can be stored in 26 for (LinkedUniform &uniform : list) in FindUniform() 28 if (uniform.name == name) in FindUniform() 29 return &uniform; in FindUniform() 97 for (const sh::ShaderVariable &uniform : shaderToLink->getUniforms()) in ValidateGraphicsUniformsPerShader() 99 const auto &entry = linkedUniforms->find(uniform.name); in ValidateGraphicsUniformsPerShader() 105 LinkValidateUniforms(uniform, linkedUniform, &mismatchedStructFieldName); in ValidateGraphicsUniformsPerShader() 108 LogLinkMismatch(infoLog, uniform.name, "uniform", linkError, in ValidateGraphicsUniformsPerShader() 116 (*linkedUniforms)[uniform in ValidateGraphicsUniformsPerShader() 385 FlattenUniformVisitor(ShaderType shaderType, const sh::ShaderVariable &uniform, std::vector<LinkedUniform> *uniforms, std::vector<LinkedUniform> *samplerUniforms, std::vector<LinkedUniform> *imageUniforms, std::vector<LinkedUniform> *atomicCounterUniforms, std::vector<LinkedUniform> *inputAttachmentUniforms, std::vector<UnusedUniform> *unusedUniforms) FlattenUniformVisitor() argument 900 const LinkedUniform &uniform = mUniforms[uniformIndex]; indexUniforms() local [all...] |
/third_party/skia/third_party/externals/angle2/src/compiler/translator/tree_ops/ |
H A D | EmulateMultiDrawShaderBuiltins.cpp | 7 // to a uniform int 10 // to a uniform int 13 // to a uniform int 139 ShaderVariable uniform; in EmulateGLDrawID() local 140 uniform.name = kEmulatedGLDrawIDName.data(); in EmulateGLDrawID() 141 uniform.mappedName = kEmulatedGLDrawIDName.data(); in EmulateGLDrawID() 142 uniform.type = GLVariableType(*type); in EmulateGLDrawID() 143 uniform.precision = GLVariablePrecision(*type); in EmulateGLDrawID() 144 uniform.staticUse = symbolTable->isStaticallyUsed(*builtInVariable); in EmulateGLDrawID() 145 uniform in EmulateGLDrawID() [all...] |
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/ |
H A D | DynamicImage2DHLSL.cpp | 47 Image2DHLSLGroup image2DHLSLGroup(const sh::ShaderVariable &uniform) in image2DHLSLGroup() argument 49 GLenum format = uniform.imageUnitFormat; in image2DHLSLGroup() 50 bool readonly = uniform.readonly; in image2DHLSLGroup() 51 switch (uniform.type) in image2DHLSLGroup() 718 for (const sh::ShaderVariable &uniform : group) in OutputHLSLImage2DUniformGroup() 720 if (!programD3D.hasNamedUniform(uniform.name)) in OutputHLSLImage2DUniformGroup() 724 for (unsigned int index = 0; index < uniform.getArraySizeProduct(); index++) in OutputHLSLImage2DUniformGroup() 726 switch (image2DBindLayout.at(uniform.binding + index)) in OutputHLSLImage2DUniformGroup() 760 out << "uniform " << Image2DHLSLTextureString(textureGroup, gl::TextureType::_2D) << " " in OutputHLSLImage2DUniformGroup() 767 out << "uniform " << Image2DHLSLTextureStrin in OutputHLSLImage2DUniformGroup() [all...] |
/third_party/skia/src/gpu/gl/ |
H A D | GrGLUniformHandler.cpp | 40 // the uniform view matrix name in the GP, and the GP is immutable so it has to tell the PB in internalAddUniformArray() 41 // exactly what name it wants to use for the uniform view matrix. If we prefix anythings, then in internalAddUniformArray() 43 // uniform view matrix, they should upload the view matrix in their setData along with regular in internalAddUniformArray() 98 for (const UniformInfo& uniform : fUniforms.items()) { in appendUniformDecls() 99 if (uniform.fVisibility & visibility) { in appendUniformDecls() 100 uniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); in appendUniformDecls() 115 for (GLUniformInfo& uniform : fUniforms.items()) { in bindUniformLocations() 116 GL_CALL(BindUniformLocation(programID, currUniform, uniform.fVariable.c_str())); in bindUniformLocations() 117 uniform.fLocation = currUniform; in bindUniformLocations() 130 for (GLUniformInfo& uniform in getUniformLocations() [all...] |
/third_party/skia/third_party/externals/angle2/src/compiler/translator/ |
H A D | ResourcesHLSL.cpp | 58 // If uniform block's layout is std140 and translating it to StructuredBuffer, in InterfaceBlockFieldTypeString() 208 const ShaderVariable *uniform = findUniformByName(name); in assignUniformRegister() local 209 ASSERT(uniform); in assignUniformRegister() 225 if (uniform->name == "angle_DrawID" && uniform->mappedName == "angle_DrawID") in assignUniformRegister() 231 mUniformRegisterMap[uniform->name] = registerIndex; in assignUniformRegister() 234 if (uniform->name == "angle_BaseVertex" && uniform->mappedName == "angle_BaseVertex") in assignUniformRegister() 240 mUniformRegisterMap[uniform->name] = registerIndex; in assignUniformRegister() 243 if (uniform in assignUniformRegister() 517 const ShaderVariable *uniform = findUniformByName(variable.name()); uniformsHeader() local 557 const ShaderVariable *uniform = findUniformByName(variable.name()); uniformsHeader() local [all...] |
/third_party/glslang/gtests/ |
H A D | VkRelaxed.FromFile.cpp | 121 const glslang::TObjectReflection& uniform = program.getUniform(i); in verifyIOMapping() local 122 std::string name = interfaceName(uniform); in verifyIOMapping() 123 programUniforms[name] = &uniform; in verifyIOMapping() 131 glslang::TObjectReflection uniform = it->getUniform(i); in verifyIOMapping() local 132 std::string name = interfaceName(uniform); in verifyIOMapping() 136 auto stageQualifier = uniform.getType()->getQualifier(); in verifyIOMapping() 150 // compare uniform blocks in each stage to the program table in verifyIOMapping() 155 const glslang::TObjectReflection& uniform = program.getUniformBlock(i); in verifyIOMapping() local 156 std::string name = interfaceName(uniform); in verifyIOMapping() 157 programUniforms[name] = &uniform; in verifyIOMapping() 165 glslang::TObjectReflection uniform = it->getUniformBlock(i); verifyIOMapping() local [all...] |
H A D | GlslMapIO.FromFile.cpp | 166 const glslang::TObjectReflection& uniform = program.getUniform(i); in verifyIOMapping() local 167 std::string name = interfaceName(uniform); in verifyIOMapping() 168 programUniforms[name] = &uniform; in verifyIOMapping() 176 glslang::TObjectReflection uniform = it->getUniform(i); in verifyIOMapping() local 177 std::string name = interfaceName(uniform); in verifyIOMapping() 181 auto stageQualifier = uniform.getType()->getQualifier(); in verifyIOMapping() 195 // compare uniform blocks in each stage to the program table in verifyIOMapping() 200 const glslang::TObjectReflection& uniform = program.getUniformBlock(i); in verifyIOMapping() local 201 std::string name = interfaceName(uniform); in verifyIOMapping() 202 programUniforms[name] = &uniform; in verifyIOMapping() 210 glslang::TObjectReflection uniform = it->getUniformBlock(i); verifyIOMapping() local [all...] |
/third_party/mesa3d/src/gallium/drivers/d3d12/ |
H A D | d3d12_lower_point_sprite.c | 32 nir_variable *uniform; /* (1/w, 1/h, pt_sz, max_sz) */ member 111 /* State uniform contains: (1/ViewportWidth, 1/ViewportHeight, PointSize, MaxPointSize) */ in get_scaled_point_size() 112 nir_ssa_def *uniform = nir_load_var(b, state->uniform); in get_scaled_point_size() local 120 /* Use static point size (from uniform) if the shader output was not set */ in get_scaled_point_size() 121 point_size = nir_channel(b, uniform, 2); in get_scaled_point_size() 125 *x = nir_fmul(b, point_size, nir_channel(b, uniform, 0)); in get_scaled_point_size() 126 *y = nir_fmul(b, point_size, nir_channel(b, uniform, 1)); in get_scaled_point_size() 251 /* Create uniform to retrieve inverse of viewport size and point size: in d3d12_lower_point_sprite() 253 state.uniform in d3d12_lower_point_sprite() [all...] |
/third_party/skia/modules/skottie/src/effects/ |
H A D | BuldgeEffect.cpp | 26 "uniform shader u_layer;" 28 "uniform float2 u_center;" 29 "uniform float2 u_radius;" 30 "uniform float u_h;" 31 "uniform float u_r;" 32 "uniform float u_asinInverseR;" 33 "uniform float u_rcpR;" 34 "uniform float u_rcpAsinInvR;" 35 "uniform float u_selector;" 109 builder.uniform("u_cente in buildEffectShader() [all...] |
H A D | SphereEffect.cpp | 48 uniform shader child; 50 uniform half3x3 rot_matrix; 51 uniform half2 child_scale; 52 uniform half side_select; 99 uniform half l_coeff_ambient; 108 uniform half3 l_vec; 109 uniform half3 l_color; 110 uniform half l_coeff_ambient; 111 uniform half l_coeff_diffuse; 112 uniform hal [all...] |
/third_party/skia/third_party/externals/angle2/src/tests/perf_tests/ |
H A D | UniformsPerf.cpp | 7 // Performance test for setting uniform data. 44 // This covers a performance problem in ANGLE where calling UseProgram reuploads uniform data. 186 // Verify the uniform counts are within the limits in initializeBenchmark() 221 FAIL() << "Vertex uniform vector count (" << numVertexUniformVectors << ")" in initializeBenchmark() 222 << " exceeds maximum vertex uniform vector count: " << maxVertexUniformVectors in initializeBenchmark() 227 FAIL() << "Fragment uniform vector count (" << numFragmentUniformVectors << ")" in initializeBenchmark() 228 << " exceeds maximum fragment uniform vector count: " << maxFragmentUniformVectors in initializeBenchmark() 304 vstrstr << "uniform " << typeString << " " << GetUniformLocationName(i, true) << ";\n"; in initShaders() 330 fstrstr << "uniform " << typeString << " " << GetUniformLocationName(i, false) << ";\n"; in initShaders() 396 for (size_t uniform in drawLoop() [all...] |
/third_party/skia/tests/ |
H A D | SkRuntimeEffectTest.cpp | 44 // Runtime SkSL supports a limited set of uniform types. No bool, for example: in DEF_TEST() 45 test_invalid_effect(r, "uniform bool b;" EMPTY_MAIN, "uniform"); in DEF_TEST() 144 test_valid("uniform shader child;" in DEF_TEST() 148 test_valid("uniform colorFilter child;" in DEF_TEST() 152 test_valid("uniform blender child;" in DEF_TEST() 200 test_valid("uniform shader child;" in DEF_TEST() 204 test_valid("uniform colorFilter child;" in DEF_TEST() 208 test_valid("uniform blender child;" in DEF_TEST() 262 test_valid("uniform shade in DEF_TEST() 325 SkRuntimeShaderBuilder::BuilderUniform uniform(const char* name) { uniform() function in TestEffect 375 SkRuntimeBlendBuilder::BuilderUniform uniform(const char* name) { uniform() function in TestBlend [all...] |
/third_party/skia/src/gpu/d3d/ |
H A D | GrD3DPipelineStateDataManager.cpp | 20 Uniform& uniform = fUniforms[i]; in GrD3DPipelineStateDataManager() local 24 uniform.fArrayCount = uniformInfo.fVariable.getArrayCount(); in GrD3DPipelineStateDataManager() 25 uniform.fType = uniformInfo.fVariable.getType(); in GrD3DPipelineStateDataManager() 28 uniform.fOffset = uniformInfo.fUBOOffset; in GrD3DPipelineStateDataManager()
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/third_party/skia/demos.skia.org/demos/textedit/ |
H A D | spiralshader.js | 11 uniform float rad_scale; 12 uniform float2 in_center; 13 uniform float4 in_colors0; 14 uniform float4 in_colors1;
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/third_party/vk-gl-cts/external/openglcts/modules/common/ |
H A D | glcUniformBlockCase.cpp | 565 const Uniform& uniform = *uniformIter; in computeStd140Layout() local 566 computeStd140Layout(layout, curOffset, activeBlockNdx, blockPrefix + uniform.getName(), uniform.getType(), in computeStd140Layout() 567 mergeLayoutFlags(block.getFlags(), uniform.getFlags())); in computeStd140Layout() 584 // Compute active uniform set for block. in computeStd140Layout() 723 void generateDeclaration(std::ostringstream& src, const Uniform& uniform, int indentLevel); 821 void generateDeclaration(std::ostringstream& src, const Uniform& uniform, int indentLevel) in generateDeclaration() argument 823 if ((uniform.getFlags() & LAYOUT_MASK) != 0) in generateDeclaration() 824 src << "layout(" << LayoutFlagsFmt(uniform.getFlags() & LAYOUT_MASK) << ") "; in generateDeclaration() 826 generateDeclaration(src, uniform in generateDeclaration() 1011 const Uniform& uniform = *uniformIter; generateCompareSrc() local 1752 const UniformLayoutEntry& uniform = layout.uniforms[uniformNdx]; checkLayoutIndices() local 1790 const UniformLayoutEntry& uniform = layout.uniforms[uniformNdx]; checkLayoutBounds() local [all...] |
/third_party/skia/third_party/externals/angle2/src/compiler/translator/tree_ops/vulkan/ |
H A D | FlagSamplersWithTexelFetch.cpp | 7 // a sampler uniform, and flag that uniform as having been used with texelFetch 57 for (ShaderVariable &uniform : *mUniforms) 59 if (samplerVariable.name() == uniform.name) 61 ASSERT(gl::IsSamplerType(uniform.type)); 62 uniform.texelFetchStaticUse = true;
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/third_party/vk-gl-cts/external/openglcts/modules/gles31/ |
H A D | es31cExplicitUniformLocationTest.cpp | 643 //uniform value in UniformValue() 967 ret << "uniform "; 979 //add a "zero" uniform; 980 ret << "uniform float zero;" << std::endl; 1002 //layout(location = X) subroutine uniform stX uX[...]; 1004 ret << "subroutine uniform " << subroutineUniforms[i].functions.getTypeName() << " " 1012 static void streamUniformValidator(std::ostringstream& ret, const Uniform& uniform, GLenum shader, 1015 if (uniform.declOccurence.occurs(shader) && uniform.usageOccurence.occurs(shader)) 1017 if (uniform [all...] |
/third_party/vk-gl-cts/modules/gles31/functional/ |
H A D | es31fProgramUniformTests.cpp | 23 * \todo [2013-02-26 nuutti] Much duplication between ES2&3 uniform api 323 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } in addUniform() argument 811 // UNIFORMFUNC_VALUE: use pass-by-value versions of uniform assignment funcs, e.g. glProgramUniform1f(), where possible. If not given, use pass-by-pointer versions. 841 // A basic uniform is a uniform (possibly struct or array member) whose type is a basic type (e.g. float, ivec4, sampler2d). 847 VarValue finalValue; //!< The value we ultimately want to set for this uniform. 897 // Get uniform values with glGetUniform*() and put to valuesDst. Uniforms that get -1 from glGetUniformLocation() get glu::TYPE_INVALID. 901 // Compare the uniform values given in values (obtained with glGetUniform*()) with the basicUniform.finalValue values. 903 // Render and check that all pixels are green (i.e. all uniform comparison 1270 const BasicUniform& uniform = basicUniforms[unifNdx]; getUniforms() local 1351 const BasicUniform& uniform = basicUniforms[unifNdx]; assignUniforms() local 1550 const BasicUniform& uniform = basicUniforms[unifNdx]; compareUniformValues() local [all...] |
/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/texture/ |
H A D | vktTextureTexelBufferTests.cpp | 40 de::MovePtr<tcu::TestCaseGroup> uniform (new tcu::TestCaseGroup(testCtx, "uniform")); in createUniformTexelBufferTests() 45 static const char dataDir[] = "texture/texel_buffer/uniform/srgb"; in createUniformTexelBufferTests() 60 uniform->addChild(srgb); in createUniformTexelBufferTests() 106 // Test uniform texel buffer with packed formats in createUniformTexelBufferTests() 108 static const char dataDir[] = "texture/texel_buffer/uniform/packed"; in createUniformTexelBufferTests() 121 uniform->addChild(packed); in createUniformTexelBufferTests() 136 tcu::TestCaseGroup* const snorm = new tcu::TestCaseGroup(testCtx, "snorm", "Test uniform texel buffer with SNORM formats"); in createUniformTexelBufferTests() 137 static const char dataDir[] = "texture/texel_buffer/uniform/snorm"; in createUniformTexelBufferTests() 157 uniform in createUniformTexelBufferTests() [all...] |
/third_party/vk-gl-cts/external/vulkancts/modules_no_buildgn/vulkan/texture/ |
H A D | vktTextureTexelBufferTests.cpp | 40 de::MovePtr<tcu::TestCaseGroup> uniform (new tcu::TestCaseGroup(testCtx, "uniform", "Test uniform texel buffer")); in createUniformTexelBufferTests() 44 tcu::TestCaseGroup* const srgb = new tcu::TestCaseGroup(testCtx, "srgb", "Test uniform texel buffer with srgb formats"); in createUniformTexelBufferTests() 45 static const char dataDir[] = "texture/texel_buffer/uniform/srgb"; in createUniformTexelBufferTests() 60 uniform->addChild(srgb); in createUniformTexelBufferTests() 106 tcu::TestCaseGroup* const packed = new tcu::TestCaseGroup(testCtx, "packed", "Test uniform texel buffer with packed formats"); in createUniformTexelBufferTests() 107 static const char dataDir[] = "texture/texel_buffer/uniform/packed"; in createUniformTexelBufferTests() 120 uniform->addChild(packed); in createUniformTexelBufferTests() 135 tcu::TestCaseGroup* const snorm = new tcu::TestCaseGroup(testCtx, "snorm", "Test uniform texe in createUniformTexelBufferTests() [all...] |
/third_party/vk-gl-cts/modules/gles3/functional/ |
H A D | es3fUniformApiTests.cpp | 343 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } 526 Uniform uniform(("u_var" + de::toString(i)).c_str(), glu::VarType()); in random() 534 uniform.type = generateRandomType(3, structIdx, structTypes, rnd); in random() 535 } while (res->getNumSamplers() + getNumSamplersInType(uniform.type) > MAX_NUM_SAMPLER_UNIFORMS); in random() 537 res->addUniform(uniform); in random() 917 // UNIFORMFUNC_VALUE: use pass-by-value versions of uniform assignment funcs, e.g. glUniform1f(), where possible. If not given, use pass-by-pointer versions. 934 // UNIFORMVALUE_ZERO: use zero-valued uniforms. If not given, use random uniform values. 951 // A basic uniform is a uniform (possibl 1711 const BasicUniform& uniform = basicUniforms[unifNdx]; getUniforms() local 1790 const BasicUniform& uniform = basicUniforms[unifNdx]; checkUniformDefaultValues() local 1848 const BasicUniform& uniform = basicUniforms[unifNdx]; assignUniforms() local 2047 const BasicUniform& uniform = basicUniforms[unifNdx]; compareUniformValues() local [all...] |
/third_party/skia/gm/ |
H A D | runtimeshader.cpp | 65 uniform half4 gColor; 77 builder.uniform("gColor") = SkColor4f{1, 0, 0, 1}; 127 uniform shader before_map; 128 uniform shader after_map; 129 uniform shader threshold_map; 131 uniform float cutoff; 132 uniform float slope; 162 builder.uniform("cutoff") = sin(fSecs) * 0.55f + 0.5f; 163 builder.uniform("slope") = 10.0f; 190 uniform floa in SpiralRT() [all...] |
/third_party/vk-gl-cts/modules/gles2/functional/ |
H A D | es2fUniformApiTests.cpp | 277 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } 460 Uniform uniform(("u_var" + de::toString(i)).c_str(), glu::VarType()); in random() 468 uniform.type = generateRandomType(3, structIdx, structTypes, rnd); in random() 469 } while (res->getNumSamplers() + getNumSamplersInType(uniform.type) > MAX_NUM_SAMPLER_UNIFORMS); in random() 471 res->addUniform(uniform); in random() 756 // UNIFORMFUNC_VALUE: use pass-by-value versions of uniform assignment funcs, e.g. glUniform1f(), where possible. If not given, use pass-by-pointer versions. 769 // UNIFORMVALUE_ZERO: use zero-valued uniforms. If not given, use random uniform values. 786 // A basic uniform is a uniform (possibl 1354 const BasicUniform& uniform = basicUniforms[unifNdx]; getUniforms() local 1424 const BasicUniform& uniform = basicUniforms[unifNdx]; checkUniformDefaultValues() local 1477 const BasicUniform& uniform = basicUniforms[unifNdx]; assignUniforms() local 1635 const BasicUniform& uniform = basicUniforms[unifNdx]; compareUniformValues() local [all...] |