Searched refs:localUniform (Results 1 – 4 of 4) sorted by relevance
314 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local315 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() local339 if (visibility & localUniform.fVisibility) { in appendUniformDecls()340 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { in appendUniformDecls()[all …]
319 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local320 if (kVertex_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()321 kGeometry_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()322 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) { in appendUniformDecls()326 SkASSERT(0 == localUniform.fUBOffset); in appendUniformDecls()330 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility); in appendUniformDecls()334 SkASSERT(0 == localUniform.fUBOffset); in appendUniformDecls()343 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local344 if (visibility & localUniform.fVisibility) { in appendUniformDecls()345 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { in appendUniformDecls()[all …]
302 const UniformInfo& localUniform = fUniforms[i];303 if (kVertex_GrShaderFlag == localUniform.fVisibility ||304 kGeometry_GrShaderFlag == localUniform.fVisibility ||305 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) {309 SkASSERT(0 == localUniform.fUBOffset);313 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility);317 SkASSERT(0 == localUniform.fUBOffset);326 const UniformInfo& localUniform = fUniforms[i];327 if (visibility & localUniform.fVisibility) {328 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {[all …]
300 const UniformInfo& localUniform = fUniforms[i];301 if (kVertex_GrShaderFlag == localUniform.fVisibility ||302 kGeometry_GrShaderFlag == localUniform.fVisibility ||303 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) {307 SkASSERT(0 == localUniform.fUBOffset);311 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility);315 SkASSERT(0 == localUniform.fUBOffset);324 const UniformInfo& localUniform = fUniforms[i];325 if (visibility & localUniform.fVisibility) {326 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {[all …]