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    Searched refs:kVertex_GrShaderFlag (Results 1 - 8 of 8) sorted by null

  /external/skia/src/gpu/vk/
GrVkUniformHandler.cpp 69 SkDEBUGCODE(static const uint32_t kVisibilityMask = kVertex_GrShaderFlag|kFragment_GrShaderFlag);
89 SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
97 uint32_t* currentOffset = kVertex_GrShaderFlag == visibility ? &fCurrentVertexUBOOffset
101 uni.fBinding = kVertex_GrShaderFlag == visibility ? kVertexBinding : kFragBinding;
125 SkASSERT(kVertex_GrShaderFlag == visibility || kFragment_GrShaderFlag == visibility);
126 uint32_t uniformBinding = (visibility == kVertex_GrShaderFlag) ? kVertexBinding : kFragBinding;
144 const char* stage = (visibility == kVertex_GrShaderFlag) ? "vertex" : "fragment";
GrVkProgramBuilder.cpp 71 if (visibility & kVertex_GrShaderFlag) {
  /external/skia/src/gpu/gl/
GrGLUniformHandler.cpp 26 SkDEBUGCODE(static const uint32_t kVisMask = kVertex_GrShaderFlag | kFragment_GrShaderFlag);
GrGLProgramDataManager.cpp 35 if (kVertex_GrShaderFlag & builderUniform.fVisibility) {
  /external/skia/src/gpu/glsl/
GrGLSLGeometryProcessor.cpp 56 uniformHandler->addUniform(kVertex_GrShaderFlag,
145 *viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag,
GrGLSLProgramBuilder.cpp 267 this->uniformHandler()->addUniform(kVertex_GrShaderFlag,
291 fVS.finalize(kVertex_GrShaderFlag);
GrGLSLVarying.cpp 55 v.fVisibility |= kVertex_GrShaderFlag;
113 if (v.fVisibility & kVertex_GrShaderFlag) {
  /external/skia/include/gpu/
GrTypesPriv.h 48 kVertex_GrShaderFlag = 1 << kVertex_GrShaderType,

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