Searched refs:activeUniformBlocks (Results 1 – 4 of 4) sorted by relevance
2316 …Blocks::const_iterator it = shaderObject->activeUniformBlocks.begin(); it != shaderObject->activeU… in getBlockId()2341 int blockArraySize = shaderObject->activeUniformBlocks[i].arraySize; in getArgumentInfo()3671 ActiveUniformBlocks &activeUniformBlocks = shaderObject->activeUniformBlocks; in blockMemberLookup() local3679 for(size_t i = 0; i < activeUniformBlocks.size(); ++i) in blockMemberLookup()3681 if(activeUniformBlocks[i].name == blockName.c_str()) in blockMemberLookup()3717 shaderObject->activeUniformBlocks[blockId].fields.push_back(activeUniforms.size()); in declareUniform()3719 …int fieldRegisterIndex = encoder ? shaderObject->activeUniformBlocks[blockId].registerIndex + Bloc… in declareUniform()3735 ActiveUniformBlocks &activeUniformBlocks = shaderObject->activeUniformBlocks; in declareUniform() local3741 blockId = activeUniformBlocks.size(); in declareUniform()3743 activeUniformBlocks.push_back(UniformBlock(blockName.c_str(), 0, block->arraySize(), in declareUniform()[all …]
197 ActiveUniformBlocks activeUniformBlocks; variable
1720 const glsl::ActiveUniformBlocks &activeUniformBlocks = shader->activeUniformBlocks; in linkUniforms() local1721 ASSERT(static_cast<size_t>(uniform.blockId) < activeUniformBlocks.size()); in linkUniforms()1722 const std::string &uniformBlockName = activeUniformBlocks[uniform.blockId].name; in linkUniforms()1726 if(activeUniformBlocks[uniform.blockId].dataSize > MAX_UNIFORM_BLOCK_SIZE) in linkUniforms()2019 const glsl::ActiveUniformBlocks &vertexUniformBlocks = vertexShader->activeUniformBlocks; in linkUniformBlocks()2020 const glsl::ActiveUniformBlocks &fragmentUniformBlocks = fragmentShader->activeUniformBlocks; in linkUniformBlocks()
337 GLint activeUniformBlocks; in TEST_P() local338 glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks); in TEST_P()339 ASSERT_EQ(2, activeUniformBlocks); in TEST_P()429 GLint activeUniformBlocks; in TEST_P() local430 glGetProgramiv(program.get(), GL_ACTIVE_UNIFORM_BLOCKS, &activeUniformBlocks); in TEST_P()431 EXPECT_GE(activeUniformBlocks, 3); in TEST_P()