Searched refs:backShader (Results 1 – 4 of 4) sorted by relevance
524 const sh::ShaderVariable *output = ref.backShader; in collectUserVarying()552 const sh::ShaderVariable *output = ref.backShader; in collectUserVaryingField()666 const sh::ShaderVariable *output = ref.backShader; in collectVarying()671 ref.frontShader, ref.frontShaderStage, ref.backShader, ref.backShaderStage, false); in collectVarying()832 const sh::ShaderVariable *output = ref.backShader; in collectAndPackUserVaryings()1090 Shader *backShader = programOrPipeline.getAttachedShader(backShaderType); in GetMergedVaryingsFromShaders() local1092 if (!backShader && !programExecutable.hasLinkedShaderStage(backShaderType)) in GetMergedVaryingsFromShaders()1098 backShader ? backShader->getOutputVaryings() in GetMergedVaryingsFromShaders()1101 backShader ? backShader->getInputVaryings() in GetMergedVaryingsFromShaders()1119 ref.backShader = &backVarying; in GetMergedVaryingsFromShaders()[all …]
38 ref.backShader = &shVarying; in testVaryingPacking()
435 const sh::ShaderVariable *ref = stage == frontShaderStage ? frontShader : backShader; in get()441 const sh::ShaderVariable *backShader = nullptr; member
1107 if (!mergedVarying.frontShader || !mergedVarying.backShader) in resolvePrecisionMismatch()1113 GLenum backPrecision = mergedVarying.backShader->precision; in resolvePrecisionMismatch()1134 mergedVarying.backShaderStage, mergedVarying.backShader->mappedName); in resolvePrecisionMismatch()