Searched refs:kVertex_GrShaderFlag (Results 1 – 8 of 8) sorted by relevance
69 … 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()
71 if (visibility & kVertex_GrShaderFlag) { in visibility_to_vk_stage_flags()
56 uniformHandler->addUniform(kVertex_GrShaderFlag, in emitTransforms()145 *viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag, in setupPosition()
55 v.fVisibility |= kVertex_GrShaderFlag; in internalAddVarying()113 if (v.fVisibility & kVertex_GrShaderFlag) { in finalize()
267 this->uniformHandler()->addUniform(kVertex_GrShaderFlag, in addRTAdjustmentUniform()291 fVS.finalize(kVertex_GrShaderFlag); in finalizeShaders()
26 SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag); in internalAddUniformArray()
35 if (kVertex_GrShaderFlag & builderUniform.fVisibility) { in GrGLProgramDataManager()
48 kVertex_GrShaderFlag = 1 << kVertex_GrShaderType, enumerator