Lines Matching refs:uni
74 UniformInfo& uni = fUniforms.push_back(); in internalAddUniformArray() local
75 uni.fVariable.setType(type); in internalAddUniformArray()
86 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); in internalAddUniformArray()
87 uni.fVariable.setArrayCount(arrayCount); in internalAddUniformArray()
90 uni.fVisibility = visibility; in internalAddUniformArray()
91 uni.fVariable.setPrecision(precision); in internalAddUniformArray()
95 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kNone_TypeModifier); in internalAddUniformArray()
99 get_ubo_aligned_offset(&uni.fUBOffset, currentOffset, type, arrayCount); in internalAddUniformArray()
100 uni.fSetNumber = kUniformBufferDescSet; in internalAddUniformArray()
101 uni.fBinding = kVertex_GrShaderFlag == visibility ? kVertexBinding : kFragBinding; in internalAddUniformArray()
104 *outName = uni.fVariable.c_str(); in internalAddUniformArray()
108 uni.fVariable.setTypeModifier(GrGLSLShaderVar::kUniform_TypeModifier); in internalAddUniformArray()
110 uni.fSetNumber = kSamplerDescSet; in internalAddUniformArray()
111 uni.fBinding = fCurrentSamplerBinding++; in internalAddUniformArray()
112 uni.fUBOffset = 0; // This value will be ignored, but initializing to avoid any errors. in internalAddUniformArray()
114 layoutQualifier.appendf("set=%d, binding=%d", uni.fSetNumber, uni.fBinding); in internalAddUniformArray()
115 uni.fVariable.setLayoutQualifier(layoutQualifier.c_str()); in internalAddUniformArray()