Searched refs:attachedShaders (Results 1 – 3 of 3) sorted by relevance
108 for (auto& s : attachedShaders) { in ProgramData()346 for (const auto& s : attachedShaders) { in onSave()372 for (auto& s : attachedShaders) { in postLoad()399 AttachedShader& s = attachedShaders[i]; in restore()617 for (const auto& s : attachedShaders) { in restore()649 return attachedShaders[VERTEX].localName; in getAttachedVertexShader()653 return attachedShaders[FRAGMENT].localName; in getAttachedFragmentShader()657 return attachedShaders[COMPUTE].localName; in getAttachedComputeShader()661 return attachedShaders[s_glShaderType2ShaderType(type)].localName; in getAttachedShader()673 attachedShaders[i].linkInfo.nameMap, userVarName)) { in getTranslatedName()[all …]
133 AttachedShader attachedShaders[NUM_SHADER_TYPE] = {}; variable
210 GLint attachedShaders; in getProgramState() local212 &attachedShaders); in getProgramState()213 ret.shaders.resize(attachedShaders); in getProgramState()215 gl->glGetAttachedShaders(m_program_name, attachedShaders, &shaderCount, in getProgramState()