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25         Uniform& uniform = fUniforms[i];
30 uniform.fArrayCount = builderUniform.fVariable.getArrayCount();
31 uniform.fType = builderUniform.fVariable.getType();
33 // TODO: Move the Xoom uniform array in both FS and VS bug workaround here.
36 uniform.fVSLocation = builderUniform.fLocation;
38 uniform.fVSLocation = kUnusedUniform;
41 uniform.fFSLocation = builderUniform.fLocation;
43 uniform.fFSLocation = kUnusedUniform;
65 const Uniform& uni = fUniforms[u.toIndex()];
69 // FIXME: We still insert a single sampler uniform for every stage. If the shader does not
82 const Uniform& uni = fUniforms[u.toIndex()];
97 const Uniform& uni = fUniforms[u.toIndex()];
102 // Once the uniform manager is responsible for inserting the duplicate uniform
114 const Uniform& uni = fUniforms[u.toIndex()];
129 const Uniform& uni = fUniforms[u.toIndex()];
143 const Uniform& uni = fUniforms[u.toIndex()];
158 const Uniform& uni = fUniforms[u.toIndex()];
176 const Uniform& uni = fUniforms[u.toIndex()];
191 const Uniform& uni = fUniforms[u.toIndex()];
205 const Uniform& uni = fUniforms[u.toIndex()];
218 const Uniform& uni = fUniforms[u.toIndex()];
233 const Uniform& uni = fUniforms[u.toIndex()];
251 const Uniform& uni = fUniforms[u.toIndex()];
283 void GrGLProgramDataManager::printUnused(const Uniform& uni) const {
285 GrCapsDebugf(fGpu->caps(), "Unused uniform in shader\n");