Lines Matching refs:localUniform
314 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local
315 if (kVertex_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()
316 kGeometry_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()
317 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) { in appendUniformDecls()
321 SkASSERT(0 == localUniform.fUBOffset); in appendUniformDecls()
325 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility); in appendUniformDecls()
329 SkASSERT(0 == localUniform.fUBOffset); in appendUniformDecls()
338 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local
339 if (visibility & localUniform.fVisibility) { in appendUniformDecls()
340 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { in appendUniformDecls()
341 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString); in appendUniformDecls()