Searched refs:shaderIds (Results 1 – 8 of 8) sorted by relevance
/external/skia/src/gpu/gl/builders/ |
D | GrGLVertexShaderBuilder.cpp | 82 GrGLVertexBuilder::compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds) { in compileAndAttachShaders() argument 88 return this->finalize(programId, GR_GL_VERTEX_SHADER, shaderIds); in compileAndAttachShaders()
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D | GrGLGeometryShaderBuilder.h | 25 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds);
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D | GrGLVertexShaderBuilder.h | 41 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds);
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D | GrGLGeometryShaderBuilder.cpp | 39 SkTDArray<GrGLuint>* shaderIds) { in compileAndAttachShaders() argument
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D | GrGLShaderBuilder.cpp | 203 GrGLShaderBuilder::finalize(GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds) { in finalize() argument 228 *shaderIds->append() = shaderId; in finalize()
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D | GrGLFragmentShaderBuilder.cpp | 270 SkTDArray<GrGLuint>* shaderIds) { in compileAndAttachShaders() argument 283 return this->finalize(programId, GR_GL_FRAGMENT_SHADER, shaderIds); in compileAndAttachShaders()
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D | GrGLFragmentShaderBuilder.h | 111 bool compileAndAttachShaders(GrGLuint programId, SkTDArray<GrGLuint>* shaderIds);
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D | GrGLShaderBuilder.h | 175 bool finalize(GrGLuint programId, GrGLenum type, SkTDArray<GrGLuint>* shaderIds);
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