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Searched refs:inputAttachmentUniform (Results 1 – 2 of 2) sorted by relevance

/external/angle/src/compiler/translator/tree_ops/vulkan/
DReplaceForShaderFramebufferFetch.cpp503 ShaderVariable inputAttachmentUniform; in addInputAttachmentUniform() local
504 inputAttachmentUniform.active = true; in addInputAttachmentUniform()
505 inputAttachmentUniform.staticUse = true; in addInputAttachmentUniform()
506 inputAttachmentUniform.name.assign(inputAttachmentVar->name().data(), in addInputAttachmentUniform()
508 inputAttachmentUniform.mappedName.assign(inputAttachmentUniform.name); in addInputAttachmentUniform()
509 inputAttachmentUniform.isFragmentInOut = true; in addInputAttachmentUniform()
510 inputAttachmentUniform.location = in addInputAttachmentUniform()
512 mUniforms->push_back(inputAttachmentUniform); in addInputAttachmentUniform()
/external/angle/src/libANGLE/renderer/
Dglslang_wrapper_utils.cpp704 const gl::LinkedUniform &inputAttachmentUniform = uniforms[uniformIndex]; in AssignInputAttachmentBindings() local
705 mappedInputAttachmentName = inputAttachmentUniform.mappedName; in AssignInputAttachmentBindings()
708 inputAttachmentUniform.isActive(shaderType)) in AssignInputAttachmentBindings()
711 baseInputAttachmentBindingIndex + inputAttachmentUniform.location; in AssignInputAttachmentBindings()