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Searched refs:shaderIds (Results 1 – 8 of 8) sorted by relevance

/external/skia/src/gpu/gl/builders/
DGrGLVertexShaderBuilder.cpp82 GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) { in compileAndAttachShaders() argument
88 return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds); in compileAndAttachShaders()
DGrGLGeometryShaderBuilder.h25 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds);
DGrGLVertexShaderBuilder.h41 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds);
DGrGLGeometryShaderBuilder.cpp39 SkTDArray<GrGLuint>* shaderIds) { in compileAndAttachShaders() argument
DGrGLShaderBuilder.cpp203 GrGLShaderBuilder::finalize(GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds) { in finalize() argument
228 *shaderIds->append() = shaderId; in finalize()
DGrGLFragmentShaderBuilder.cpp270 SkTDArray<GrGLuint>* shaderIds) { in compileAndAttachShaders() argument
283 return this->finalize(programId, GR_GL_FRAGMENT_SHADER, shaderIds); in compileAndAttachShaders()
DGrGLFragmentShaderBuilder.h111 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds);
DGrGLShaderBuilder.h175 bool finalize(GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds);