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Lines Matching refs:uniforms

1380                                       SolidColorProgramUniforms* uniforms) {
1381 uniforms->program = program->program();
1382 uniforms->matrix_location = program->vertex_shader().matrix_location();
1383 uniforms->viewport_location = program->vertex_shader().viewport_location();
1384 uniforms->quad_location = program->vertex_shader().quad_location();
1385 uniforms->edge_location = program->vertex_shader().edge_location();
1386 uniforms->color_location = program->fragment_shader().color_location();
1499 SolidColorProgramUniforms uniforms;
1501 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms);
1503 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms);
1504 SetUseProgram(uniforms.program);
1507 gl_->Uniform4f(uniforms.color_location,
1517 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1518 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1528 SetShaderQuadF(local_quad, uniforms.quad_location);
1538 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);
1554 static void TileUniformLocation(T program, TileProgramUniforms* uniforms) {
1555 uniforms->program = program->program();
1556 uniforms->matrix_location = program->vertex_shader().matrix_location();
1557 uniforms->viewport_location = program->vertex_shader().viewport_location();
1558 uniforms->quad_location = program->vertex_shader().quad_location();
1559 uniforms->edge_location = program->vertex_shader().edge_location();
1560 uniforms->vertex_tex_transform_location =
1563 uniforms->sampler_location = program->fragment_shader().sampler_location();
1564 uniforms->alpha_location = program->fragment_shader().alpha_location();
1565 uniforms->fragment_tex_transform_location =
1653 TileProgramUniforms uniforms;
1657 &uniforms);
1660 &uniforms);
1666 &uniforms);
1669 &uniforms);
1675 &uniforms);
1678 &uniforms);
1683 SetUseProgram(uniforms.program);
1684 GLC(gl_, gl_->Uniform1i(uniforms.sampler_location, 0));
1691 GLC(gl_, gl_->Uniform4fv(uniforms.viewport_location, 1, viewport));
1692 GLC(gl_, gl_->Uniform3fv(uniforms.edge_location, 8, edge));
1695 gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1701 gl_->Uniform4f(uniforms.fragment_tex_transform_location,
1719 gl_->Uniform4f(uniforms.vertex_tex_transform_location,
1733 SetShaderOpacity(quad->opacity(), uniforms.alpha_location);
1734 SetShaderQuadF(local_quad, uniforms.quad_location);
1744 frame, quad->quadTransform(), centered_rect, uniforms.matrix_location);