Lines Matching refs:currentShaderProgram

1569 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location);  in s_glUniform1f()
1576 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform1fv()
1586 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform1i()
1590 if (shared->setSamplerUniform(state->currentShaderProgram(), location, x, &target)) { in s_glUniform1i()
1602 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform1iv()
1609 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform2f()
1616 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform2fv()
1623 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform2i()
1630 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform2iv()
1637 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform3f()
1644 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform3fv()
1651 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform3i()
1658 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform3iv()
1665 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform4f()
1672 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform4fv()
1679 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform4i()
1686 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform4iv()
1693 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniformMatrix2fv()
1700 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniformMatrix3fv()
1707 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniformMatrix4fv()
2949 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform1ui()
2953 if (shared->setSamplerUniform(state->currentShaderProgram(), location, v0, &target)) { in s_glUniform1ui()
2964 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform2ui()
2970 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform3ui()
2976 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform4ui()
2982 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform1uiv()
2988 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform2uiv()
2994 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform3uiv()
3000 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniform4uiv()
3006 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniformMatrix2x3fv()
3012 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniformMatrix3x2fv()
3018 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniformMatrix2x4fv()
3024 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniformMatrix4x2fv()
3030 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniformMatrix3x4fv()
3036 …GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentShaderProgram(),location); in s_glUniformMatrix4x3fv()