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Lines Matching full:constantdescription

1637     D3DXCONSTANT_DESC constantDescription;
1645 constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1647 if (!defineUniform(constantHandle, constantDescription))
1658 bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1660 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1662 for (unsigned int samplerIndex = constantDescription.RegisterIndex; samplerIndex < constantDescription.RegisterIndex + constantDescription
1667 mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
1673 switch(constantDescription.Class)
1677 for (unsigned int arrayIndex = 0; arrayIndex < constantDescription.Elements; arrayIndex++)
1679 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
1688 std::string structIndex = (constantDescription.Elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
1690 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + structIndex + "."))
1703 return defineUniform(constantDescription, name + constantDescription.Name);
1710 bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1712 Uniform *uniform = createUniform(constantDescription, name);
1748 Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1750 if (constantDescription.Rows == 1) // Vectors and scalars
1752 switch (constantDescription.Type)
1755 switch (constantDescription.Columns)
1757 case 1: return new Uniform(GL_SAMPLER_2D, name, constantDescription.Elements);
1762 switch (constantDescription.Columns)
1764 case 1: return new Uniform(GL_SAMPLER_CUBE, name, constantDescription.Elements);
1769 switch (constantDescription.Columns)
1771 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements);
1772 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements);
1773 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements);
1774 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements);
1779 switch (constantDescription.Columns)
1781 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
1782 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements);
1783 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements);
1784 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements);
1789 switch (constantDescription.Columns)
1791 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements);
1792 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements);
1793 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements);
1794 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements);
1802 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1804 switch (constantDescription.Type)
1807 switch (constantDescription.Rows)
1809 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements);
1810 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements);
1811 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements);
2216 D3DXCONSTANT_DESC constantDescription;
2218 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
2225 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)