Searched refs:kVertex_GrShaderFlag (Results 1 – 9 of 9) sorted by relevance
148 … SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_GrShaderFlag|kFragment_GrShaderFlag); in internalAddUniformArray()169 SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility); in internalAddUniformArray()176 uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset in internalAddUniformArray()197 SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag); in addSampler()221 SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility); in appendUniformDecls()252 uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding in appendUniformDecls()254 const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "fragment"; in appendUniformDecls()
28 fBindingVisibilities.push_back(kVertex_GrShaderFlag); in GrVkDescriptorSetManager()44 kVertex_GrShaderFlag == visibilities[0] && in GrVkDescriptorSetManager()48 fBindingVisibilities.push_back(kVertex_GrShaderFlag); in GrVkDescriptorSetManager()137 if (visibility & kVertex_GrShaderFlag) { in visibility_to_vk_stage_flags()
36 (kVertex_GrShaderFlag == uniformInfo.fVisibility) ? GrVkUniformHandler::kVertexBinding in GrVkPipelineStateDataManager()
44 if (shaders & kVertex_GrShaderFlag) { in addFeature()91 GrShaderFlags rtAdjustVisibility = kVertex_GrShaderFlag; in emitAndInstallPrimProc()315 if (visibility & kVertex_GrShaderFlag) { in emitSampler()337 if (access.visibility() & kVertex_GrShaderFlag) { in emitImageStorage()482 fVS.finalize(kVertex_GrShaderFlag); in finalizeShaders()
49 fInstalledTransforms.push_back().fHandle = uniformHandler->addUniform(kVertex_GrShaderFlag, in emitTransforms()105 *viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag, in setupPosition()
51 v.fVisibility |= kVertex_GrShaderFlag; in internalAddVarying()109 if (v.fVisibility & kVertex_GrShaderFlag) { in finalize()
197 GR_STATIC_ASSERT((1 << kVertex_GrShaderType) == kVertex_GrShaderFlag); in initSamplerPrecisionTable()
95 kVertex_GrShaderFlag = 1 << kVertex_GrShaderType, enumerator
66 fParamsAccess.reset(kRGBA_float_GrPixelConfig, paramsBuffer, kVertex_GrShaderFlag); in InstanceProcessor()