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Searched refs:localUniform (Results 1 – 4 of 4) sorted by relevance

/external/skia/src/gpu/vk/
DGrVkUniformHandler.cpp314 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()
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/external/skqp/src/gpu/vk/
DGrVkUniformHandler.cpp319 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local
320 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() local
344 if (visibility & localUniform.fVisibility) { in appendUniformDecls()
345 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { in appendUniformDecls()
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/external/skia/src/gpu/mtl/
DGrMtlUniformHandler.mm302 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())) {
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/external/skqp/src/gpu/mtl/
DGrMtlUniformHandler.mm300 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())) {
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