Searched refs:UniformBlocks (Results 1 – 8 of 8) sorted by relevance
233 &shader->UniformBlocks[var->uniform_block]; in set_and_process()237 if (!strcmp(prog->UniformBlocks[i].Name, in set_and_process()238 shader->UniformBlocks[var->uniform_block].Name)) { in set_and_process()468 for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) { in link_update_uniform_buffer_variables()469 if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) { in link_update_uniform_buffer_variables()489 struct gl_uniform_block *block = &shader->UniformBlocks[b]; in link_assign_uniform_block_offsets()
610 &prog->UniformBlocks, in interstage_cross_validate_uniform_blocks()612 &sh->UniformBlocks[j]); in interstage_cross_validate_uniform_blocks()616 sh->UniformBlocks[j].Name); in interstage_cross_validate_uniform_blocks()988 &sh->UniformBlocks[j]); in link_intrastage_shaders()991 sh->UniformBlocks[j].Name); in link_intrastage_shaders()1064 linked->UniformBlocks = uniform_blocks; in link_intrastage_shaders()1066 ralloc_steal(linked, linked->UniformBlocks); in link_intrastage_shaders()2404 ralloc_free(prog->UniformBlocks); in link_shaders()2405 prog->UniformBlocks = NULL; in link_shaders()
86 struct gl_uniform_block *block = &shader->UniformBlocks[uniform_block]; in handle_rvalue()
557 if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName)) in _mesa_GetUniformBlockIndex()629 if (shProg->UniformBlocks[uniformBlockIndex].Binding != in _mesa_UniformBlockBinding()634 shProg->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding; in _mesa_UniformBlockBinding()641 sh->UniformBlocks[stage_index].Binding = uniformBlockBinding; in _mesa_UniformBlockBinding()675 block = &shProg->UniformBlocks[uniformBlockIndex]; in _mesa_GetActiveUniformBlockiv()758 block = &shProg->UniformBlocks[uniformBlockIndex]; in _mesa_GetActiveUniformBlockName()
2224 struct gl_uniform_block *UniformBlocks; member2362 struct gl_uniform_block *UniformBlocks; member
584 const GLint len = strlen(shProg->UniformBlocks[i].Name) + 1; in get_programiv()
3122 if (shader->UniformBlocks) in _mesa_glsl_compile_shader()3123 ralloc_free(shader->UniformBlocks); in _mesa_glsl_compile_shader()3125 shader->UniformBlocks = state->uniform_blocks; in _mesa_glsl_compile_shader()3126 ralloc_steal(shader, shader->UniformBlocks); in _mesa_glsl_compile_shader()
1367 binding = &ctx->UniformBufferBindings[shader->UniformBlocks[i].Binding]; in brw_upload_ubo_surfaces()