Lines Matching refs:fragmentShader

138 		fragmentShader = 0;  in Program()
166 if(fragmentShader) in ~Program()
168 fragmentShader->release(); in ~Program()
186 if(fragmentShader) in attachShader()
191 fragmentShader = (FragmentShader*)shader; in attachShader()
192 fragmentShader->addRef(); in attachShader()
213 if(fragmentShader != shader) in detachShader()
218 fragmentShader->release(); in detachShader()
219 fragmentShader = 0; in detachShader()
228 return (vertexShader ? 1 : 0) + (fragmentShader ? 1 : 0); in getAttachedShadersCount()
248 for(auto const &varying : fragmentShader->varyings) in getFragDataLocation()
1305 glsl::VaryingList &psVaryings = fragmentShader->varyings; in linkVaryings()
1536 if(!fragmentShader || !fragmentShader->isCompiled()) in link()
1547 pixelBinary = new sw::PixelShader(fragmentShader->getPixelShader()); in link()
1560 if(!linkUniformBlocks(vertexShader, fragmentShader)) in link()
1565 if(!linkUniforms(fragmentShader)) in link()
2017 bool Program::linkUniformBlocks(const Shader *vertexShader, const Shader *fragmentShader) in linkUniformBlocks() argument
2020 const glsl::ActiveUniformBlocks &fragmentUniformBlocks = fragmentShader->activeUniformBlocks; in linkUniformBlocks()
2036 …(!areMatchingUniformBlocks(vertexUniformBlock, fragmentUniformBlock, vertexShader, fragmentShader)) in linkUniformBlocks()
2053 if(!defineUniformBlock(fragmentShader, uniformBlock)) in linkUniformBlocks()
2760 if(fragmentShader && (total < maxCount)) in getAttachedShaders()
2762 shaders[total++] = fragmentShader->getName(); in getAttachedShaders()