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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,
Completed in 401 milliseconds