Searched refs:VERTEX_UNIFORM_VECTORS (Results 1 – 13 of 13) sorted by relevance
88 VERTEX_UNIFORM_VECTORS = 256, enumerator
96 float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4];
140 for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++) in Device()466 for(unsigned int i = 0; i < count && startRegister + i < VERTEX_UNIFORM_VECTORS; i++) in setVertexShaderConstantF()
317 MAX_VERTEX_UNIFORM_VECTORS = sw::VERTEX_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange
92 float vertexShaderConstantF[sw::VERTEX_UNIFORM_VECTORS][4];
79 MAX_VERTEX_UNIFORM_VECTORS = sw::VERTEX_UNIFORM_VECTORS - 3, // Reserve space for gl_DepthRange97 MAX_VERTEX_UNIFORM_COMPONENTS = sw::VERTEX_UNIFORM_VECTORS * 4,
141 for(int i = 0; i < VERTEX_UNIFORM_VECTORS; i++) in Device()431 for(unsigned int i = 0; i < count && startRegister + i < VERTEX_UNIFORM_VECTORS; i++) in setVertexShaderConstantF()
488 static_assert(sw::VERTEX_UNIFORM_VECTORS >= MAX_VERTEX_SHADER_CONST, "");
285 …float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VE…
127 …float4 c[VERTEX_UNIFORM_VECTORS + 1]; // One extra for indices out of range, c[VERTEX_UNIFORM_VE…
148 if(index < VERTEX_UNIFORM_VECTORS) in setFloatConstant()
84 vsDirtyConstF = VERTEX_UNIFORM_VECTORS + 1; in DrawCall()462 draw->vsDirtyConstF = VERTEX_UNIFORM_VECTORS + 1; in draw()
869 …index = Min(As<UInt4>(index), UInt4(VERTEX_UNIFORM_VECTORS)); // Clamp to constant register rang… in readConstant()