Home | History | Annotate | Download | only in glsl

Lines Matching full:uniform

265  * If the same uniform is added multiple times (i.e., once for each shader
349 /* Count the number of samplers regardless of whether the uniform is
351 * uniform for multiple shader targets, but in this case we want to
363 * scalar indices, count them against the limit of uniform
370 /* Accumulate the total number of uniform slots used by this shader.
378 /* If the uniform is already in the map, there's nothing more to do.
392 /* Each leaf uniform occupies one entry in the list of active
414 * Each uniform processed has some range of the \c gl_constant_value
416 * the uniform in the \c string_to_uint_map and using the value from
421 * This class assumes that every uniform that will be processed is
483 /* Uniform blocks that were specified with an instance name must be
485 * name used to reference the uniform block instead of being the name
507 * reuse this variable for storing the uniform slot number.
523 struct gl_uniform_storage *uniform, const char *name)
526 uniform->opaque[shader_type].active = true;
530 unsigned inner_array_size = MAX2(1, uniform->array_elements);
543 /* In this case, we've already seen this uniform so we just use
546 uniform->opaque[shader_type].index = index;
547 index = inner_array_size + uniform->opaque[shader_type].index;
556 /* We've never seen this uniform before so we need to allocate
565 uniform->opaque[shader_type].index = this->next_sampler;
571 index = uniform->opaque[shader_type].index + inner_array_size;
579 uniform->opaque[shader_type].index = this->next_sampler;
580 this->next_sampler += MAX2(1, uniform->array_elements);
585 for (unsigned i = uniform->opaque[shader_type].index;
596 struct gl_uniform_storage *uniform)
599 uniform->opaque[shader_type].index = this->next_image;
600 uniform->opaque[shader_type].active = true;
613 this->next_image += MAX2(1, uniform->array_elements);
621 struct gl_uniform_storage *uniform)
624 uniform->opaque[shader_type].index = this->next_subroutine;
625 uniform->opaque[shader_type].active = true;
632 this->next_subroutine += MAX2(1, uniform->array_elements);
706 /* This assigns uniform indices to sampler and image uniforms. */
718 /* If there is already storage associated with this uniform or if the
719 * uniform is set as builtin, it means that it was set while processing
721 * uniform in the fragment shader, but the uniform was already processed
757 /* Do not assign storage if the uniform is a builtin or buffer object */
832 * Field counter is used to take care that uniform structures
843 * reuse the location field for storing the uniform slot id.
881 * Walks the IR and update the references to uniform blocks in the
883 * would point at the uniform block list in one of the pre-linked
996 * Combine the hidden uniform hash map with the uniform hash map so that the
997 * hidden uniforms will be given indicies at the end of the uniform storage
1013 * uniform.
1017 struct gl_uniform_storage *uniform)
1019 const unsigned entries = MAX2(1, uniform->array_elements);
1023 /* Found a block with enough slots to fit the uniform */
1060 /* How many new entries for this uniform? */
1091 /* how many new entries for this uniform? */
1095 /* Find UniformRemapTable for empty blocks where we can fit this uniform. */
1118 /* set pointers for this uniform */
1123 /* set the base location in remap table for the uniform */
1132 linker_error(prog, "count of uniform locations > MAX_UNIFORM_LOCATIONS"
1145 /* How many new entries for this uniform? */
1289 /* First pass: Count the uniform resources used by the user-defined
1290 * uniforms. While this happens, each active uniform will have an index