Lines Matching +full:- +full:fvisibility
4 * Use of this source code is governed by a BSD-style license that can be
20 // are. This works since all alignments are powers of 2. The mask is always (alignment - 1).
186 offsetDiff = alignmentMask - offsetDiff + 1;
227 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
229 uni.fVisibility = visibility;
255 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
265 fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
267 GrSwizzle swizzle = caps->configTextureSwizzle(texture->config());
268 GrTextureType type = texture->texturePriv().textureType();
275 layoutQualifier.appendf("binding=%d", fSamplers.count() - 1);
277 info.fVisibility = kFragment_GrShaderFlag;
281 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
292 if (visibility == sampler.fVisibility) {
293 sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
294 out->append(";\n");
303 if (kVertex_GrShaderFlag == localUniform.fVisibility ||
304 kGeometry_GrShaderFlag == localUniform.fVisibility ||
305 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) {
313 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility);
327 if (visibility & localUniform.fVisibility) {
329 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);
349 out->appendf("layout (binding=%d) uniform %sUniformBuffer\n{\n", uniformBinding, stage);
350 out->appendf("%s\n};\n", uniformsString.c_str());