Searched refs:HaveUniform (Results 1 – 4 of 4) sorted by relevance
122 bool HaveUniform(int iUniform) const in HaveUniform() function137 bool HaveUniform(int iUniform) const in HaveUniform() function210 if (pShader->HaveUniform(iUniform)) in SetUniform1i()214 if (pShader->HaveUniform(iUniform)) in SetUniform2i()218 if (pShader->HaveUniform(iUniform)) in SetUniform3i()222 if (pShader->HaveUniform(iUniform)) in SetUniform4i()226 if (pShader->HaveUniform(iUniform)) in SetUniform1ui()230 if (pShader->HaveUniform(iUniform)) in Setuniform2ui()234 if (pShader->HaveUniform(iUniform)) in Setuniform3ui()238 if (pShader->HaveUniform(iUniform)) in Setuniform4ui()[all …]
674 if (!pShader->HaveUniform(iUniform)) return 0; in AllocTexUnit()
916 if(!shader->HaveUniform(uniform)) continue; // optimized out in RenderSubMeshImpl()
994 if(shader->HaveUniform(C4LRU_LandscapeTex)) in Draw()