Searched refs:Uniforms (Results 1 – 8 of 8) sorted by relevance
246 ubo_var = &block->Uniforms[var->location]; in set_and_process()408 if (strcmp(old_block->Uniforms[j].Name, in link_cross_validate_uniform_block()409 new_block->Uniforms[j].Name) != 0) in link_cross_validate_uniform_block()412 if (old_block->Uniforms[j].Offset != in link_cross_validate_uniform_block()413 new_block->Uniforms[j].Offset) in link_cross_validate_uniform_block()416 if (old_block->Uniforms[j].RowMajor != in link_cross_validate_uniform_block()417 new_block->Uniforms[j].RowMajor) in link_cross_validate_uniform_block()431 linked_block->Uniforms = ralloc_array(*linked_blocks, in link_cross_validate_uniform_block()435 memcpy(linked_block->Uniforms, in link_cross_validate_uniform_block()436 new_block->Uniforms, in link_cross_validate_uniform_block()[all …]
87 this->ubo_var = &block->Uniforms[var->location]; in handle_rvalue()
4057 ubo->Uniforms = rzalloc_array(state->uniform_blocks, in hir()4070 &ubo->Uniforms[ubo->NumUniforms++]; in hir()
20 Uniforms:
30 + Uniforms used in vertex shader, fragment shader, or both
698 block->Uniforms[i].Name, in _mesa_GetActiveUniformBlockiv()
2263 struct gl_uniform_buffer_variable *Uniforms; member
1245 bool isUniformAfterVectorization(Instruction* I) { return Uniforms.count(I); } in isUniformAfterVectorization()1384 SmallPtrSet<Instruction*, 4> Uniforms; member in __anon63bf7e8f0111::LoopVectorizationLegality4445 Uniforms.insert(I); in collectLoopUniforms()