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Lines Matching refs:uniforms

408 		vector<UniformSpec>		uniforms;
480 void setShaderInputs (deUint32 program, const ProgramContext&) const; // Set attribute pointers and uniforms.
1059 // Function for generating the shader uniforms of a (directional or point) light case.
1540 // Function for generating the shader uniforms of a texture lookup case.
1749 // Setup uniforms.
1751 for (int uniformNdx = 0; uniformNdx < (int)progCtx.uniforms.size(); uniformNdx++)
1753 int location = gl.getUniformLocation(program, progCtx.uniforms[uniformNdx].name.c_str());
1756 const float* floatPtr = progCtx.uniforms[uniformNdx].value.getPtr();
1758 switch (progCtx.uniforms[uniformNdx].type)
2201 result.uniforms = lightShaderUniforms(nameSpec, m_numLights, m_lightType);
2267 result.uniforms = textureLookupShaderUniforms(nameSpec, m_numLookups, m_conditionalUsage, m_conditionalType);
2295 result.uniforms = loopShaderUniforms(nameSpec, m_type, m_numLoopIterations);
2331 result.uniforms.clear(); // No uniforms used.
2356 result.uniforms = mandelbrotShaderUniforms(nameSpec);
3007 invalidCaseName = de::toString(numIterations) + "_iterations_" + invalidCaseName; // \note For invalid, non-static loop cases the iteration count means nothing (since no uniforms or attributes are set).