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

/external/skia/src/gpu/vk/
DGrVkUniformHandler.cpp69 … SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_GrShaderFlag|kFragment_GrShaderFlag); in internalAddUniformArray()
89 SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility); in internalAddUniformArray()
97 uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset in internalAddUniformArray()
101 uni.fBinding = kVertex_GrShaderFlag == visibility ? kVertexBinding : kFragBinding; in internalAddUniformArray()
125 SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility); in appendUniformDecls()
126 uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding : kFragBinding; in appendUniformDecls()
144 const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "fragment"; in appendUniformDecls()
DGrVkProgramBuilder.cpp71 if (visibility & kVertex_GrShaderFlag) { in visibility_to_vk_stage_flags()
/external/skia/src/gpu/glsl/
DGrGLSLGeometryProcessor.cpp56 uniformHandler->addUniform(kVertex_GrShaderFlag, in emitTransforms()
145 *viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag, in setupPosition()
DGrGLSLVarying.cpp55 v.fVisibility |= kVertex_GrShaderFlag; in internalAddVarying()
113 if (v.fVisibility & kVertex_GrShaderFlag) { in finalize()
DGrGLSLProgramBuilder.cpp267 this->uniformHandler()->addUniform(kVertex_GrShaderFlag, in addRTAdjustmentUniform()
291 fVS.finalize(kVertex_GrShaderFlag); in finalizeShaders()
/external/skia/src/gpu/gl/
DGrGLUniformHandler.cpp26 SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag); in internalAddUniformArray()
DGrGLProgramDataManager.cpp35 if (kVertex_GrShaderFlag & builderUniform.fVisibility) { in GrGLProgramDataManager()
/external/skia/include/gpu/
DGrTypesPriv.h48 kVertex_GrShaderFlag = 1 << kVertex_GrShaderType, enumerator