Lines Matching full:shader
116 * If the same uniform is added multiple times (i.e., once for each shader
150 * Number of uniforms used in the current shader
162 * uniform for multiple shader targets, but in this case we want to
163 * count it for each shader target.
170 /* Accumulate the total number of uniform slots used by this shader.
227 struct gl_shader *shader,
233 &shader->UniformBlocks[var->uniform_block];
238 shader->UniformBlocks[var->uniform_block].Name)) {
272 * that it was set while processing an earlier shader stage. For
273 * example, we may be processing the uniform in the fragment shader, but
274 * the uniform was already processed in the vertex shader.
277 /* If the uniform already has storage set from another shader stage,
278 * mark the samplers used for this shader stage.
378 * Mask of samplers used by the current shader stage.
383 * Mask of samplers used by the current shader stage for shadows.
451 * ir_variables to point at linked shader's list (previously, they
456 link_update_uniform_buffer_variables(struct gl_shader *shader)
458 foreach_list(node, shader->ir) {
467 for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
468 for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
469 if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
486 link_assign_uniform_block_offsets(struct gl_shader *shader)
488 for (unsigned b = 0; b < shader->NumUniformBlocks; b++) {
489 struct gl_uniform_block *block = &shader->UniformBlocks[b];
532 /* Uniforms that lack an initializer in the shader code have an initial
563 /* Reset various per-shader target counts.
608 /* Reset various per-shader target counts.