Searched refs:activeUniforms (Results 1 – 7 of 7) sorted by relevance
188 activeUniforms.clear(); in clear()
1302 const glsl::ActiveUniforms &activeUniforms = shader->activeUniforms; in linkUniforms() local1304 for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++) in linkUniforms()1306 const glsl::Uniform &uniform = activeUniforms[uniformIndex]; in linkUniforms()
194 activeUniforms.clear(); in clear()
1605 const glsl::ActiveUniforms &activeUniforms = shader->activeUniforms; in linkUniforms() local1607 for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++) in linkUniforms()1609 const glsl::Uniform &uniform = activeUniforms[uniformIndex]; in linkUniforms()1802 const glsl::Uniform& member1 = shader1->activeUniforms[block1.fields[blockMemberIndex]]; in areMatchingUniformBlocks()1803 const glsl::Uniform& member2 = shader2->activeUniforms[block2.fields[blockMemberIndex]]; in areMatchingUniformBlocks()
191 ActiveUniforms activeUniforms; variable
3194 ActiveUniforms &activeUniforms = shaderObject->activeUniforms; in declareUniform() local3199 shaderObject->activeUniformBlocks[blockId].fields.push_back(activeUniforms.size()); in declareUniform()3202 …activeUniforms.push_back(Uniform(glVariableType(type), glVariablePrecision(type), name.c_str(), ty… in declareUniform()
662 glw::GLint activeUniforms, maxLen; in SRGBTestProgram() local667 gl.getProgramiv(this->getHandle(), GL_ACTIVE_UNIFORMS, &activeUniforms); in SRGBTestProgram()670 for (int idx = 0; idx < activeUniforms; idx++) in SRGBTestProgram()