Searched refs:floatTypeStr (Results 1 – 3 of 3) sorted by relevance
310 static const char *GetHLSLTypeStr(const char *floatTypeStr) in GetHLSLTypeStr() argument312 if (strcmp(floatTypeStr, "float") == 0) in GetHLSLTypeStr()316 if (strcmp(floatTypeStr, "vec2") == 0) in GetHLSLTypeStr()320 if (strcmp(floatTypeStr, "vec3") == 0) in GetHLSLTypeStr()324 if (strcmp(floatTypeStr, "vec4") == 0) in GetHLSLTypeStr()328 if (strcmp(floatTypeStr, "mat2") == 0) in GetHLSLTypeStr()332 if (strcmp(floatTypeStr, "mat3") == 0) in GetHLSLTypeStr()336 if (strcmp(floatTypeStr, "mat4") == 0) in GetHLSLTypeStr()340 if (strcmp(floatTypeStr, "mat2x3") == 0) in GetHLSLTypeStr()344 if (strcmp(floatTypeStr, "mat2x4") == 0) in GetHLSLTypeStr()[all …]
754 const char* floatTypeStr = getDataTypeName(floatType); in genFragmentShader() local760 shader << fragIn << " " << floatTypeStr << " " << val.valueName << ";\n"; in genFragmentShader()762 shader << fragIn << " " << floatTypeStr << " v_" << val.valueName << ";\n"; in genFragmentShader()799 const char* floatTypeStr = getDataTypeName(floatType); in specializeVertexShader() local806 decl << vtxIn << " " << floatTypeStr << " " << valueName << ";\n"; in specializeVertexShader()810 decl << vtxIn << " " << floatTypeStr << " a_" << valueName << ";\n"; in specializeVertexShader()817 decl << vtxOut << " " << floatTypeStr << " " << valueName << ";\n"; in specializeVertexShader()820 decl << vtxOut << " " << floatTypeStr << " v_" << valueName << ";\n"; in specializeVertexShader()823 output << "v_" << valueName << " = " << floatTypeStr << "(" << valueName << ");\n"; in specializeVertexShader()862 const char* floatTypeStr = getDataTypeName(floatType); in specializeFragmentShader() local[all …]
260 const char* const floatTypeStr = getDataTypeName(floatType); in genFragmentShader() local264 shader << fragIn << " " << floatTypeStr << " " << val.name << ";\n"; in genFragmentShader()266 shader << fragIn << " " << floatTypeStr << " v_" << val.name << ";\n"; in genFragmentShader()306 const char* const floatTypeStr = getDataTypeName(floatType); in specializeVertexShader() local311 decl << vtxIn << " " << floatTypeStr << " " << val.name << ";\n"; in specializeVertexShader()315 decl << vtxIn << " " << floatTypeStr << " a_" << val.name << ";\n"; in specializeVertexShader()327 const char* const floatTypeStr = getDataTypeName(floatType); in specializeVertexShader() local331 decl << vtxOut << " " << floatTypeStr << " " << val.name << ";\n"; in specializeVertexShader()334 decl << vtxOut << " " << floatTypeStr << " v_" << val.name << ";\n"; in specializeVertexShader()337 output << "v_" << val.name << " = " << floatTypeStr << "(" << val.name << ");\n"; in specializeVertexShader()[all …]