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    Searched refs:addUniform (Results 1 - 25 of 65) sorted by null

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  /external/skia/src/gpu/glsl/
GrGLSLColorSpaceXformHelper.h 27 fGamutXformVar = uniformHandler->addUniform(visibility, kMat44f_GrSLType,
GrGLSLXferProcessor.cpp 63 fDstTopLeftUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
68 fDstScaleUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
GrGLSLPrimitiveProcessor.cpp 45 *colorUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
GrGLSLUniformHandler.h 32 UniformHandle addUniform(uint32_t visibility,
GrGLSLGeometryProcessor.cpp 50 fInstalledTransforms.push_back().fHandle = uniformHandler->addUniform(kVertex_GrShaderFlag,
106 *viewMatrixUniform = uniformHandler->addUniform(kVertex_GrShaderFlag,
  /external/deqp/external/vulkancts/modules/vulkan/ubo/
vktUniformBlockTests.cpp 49 block.addUniform(Uniform("var", type, 0));
84 block.addUniform(Uniform("s", VarType(&typeS), 0));
109 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_LOW)));
110 block.addUniform(Uniform("s", VarType(VarType(&typeS), 3)));
111 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_MEDIUM)));
140 block.addUniform(Uniform("s", VarType(&typeS), 0));
141 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC2, PRECISION_LOW), UNUSED_BOTH));
142 block.addUniform(Uniform("t", VarType(&typeT), 0));
143 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_HIGH), 0));
172 block.addUniform(Uniform("s", VarType(&typeS), 0))
    [all...]
  /external/deqp/modules/gles3/functional/
es3fUniformBlockTests.cpp 64 block.addUniform(Uniform("var", type, 0));
102 block.addUniform(Uniform("s", VarType(&typeS), 0));
135 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_LOW)));
136 block.addUniform(Uniform("s", VarType(VarType(&typeS), 3)));
137 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_MEDIUM)));
174 block.addUniform(Uniform("s", VarType(&typeS), 0));
175 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC2, PRECISION_LOW), UNUSED_BOTH));
176 block.addUniform(Uniform("t", VarType(&typeT), 0));
177 block.addUniform(Uniform("u", VarType(glu::TYPE_UINT, PRECISION_HIGH), 0));
214 block.addUniform(Uniform("s", VarType(&typeS), 0))
    [all...]
  /frameworks/base/libs/hwui/
Program.cpp 77 transform = addUniform("transform");
78 projection = addUniform("projection");
117 int Program::addUniform(const char* name) {
128 return addUniform(name);
  /external/skia/src/sksl/
SkSLCPPCodeGenerator.h 56 void addUniform(const Variable& var);
  /external/deqp/external/vulkancts/modules/vulkan/shaderrender/
vktShaderRenderStructTests.cpp     [all...]
vktShaderRender.hpp 460 void addUniform (deUint32 bindingLocation,
463 void addUniform (deUint32 bindingLocation,
670 void ShaderRenderCaseInstance::addUniform (deUint32 bindingLocation, vk::VkDescriptorType descriptorType, const T& data)
672 addUniform(bindingLocation, descriptorType, sizeof(T), &data);
  /external/skia/src/effects/
GrAlphaThresholdFragmentProcessor.cpp 38 fInnerThresholdVar = args.fUniformHandler->addUniform(
40 fOuterThresholdVar = args.fUniformHandler->addUniform(
SkMagnifierImageFilter.cpp 151 fOffsetVar = uniformHandler->addUniform(kFragment_GrShaderFlag,
154 fInvZoomVar = uniformHandler->addUniform(kFragment_GrShaderFlag,
157 fInvInsetVar = uniformHandler->addUniform(kFragment_GrShaderFlag,
160 fBoundsVar = uniformHandler->addUniform(kFragment_GrShaderFlag,
SkRRectsGaussianEdgeMaskFilter.cpp 347 fPositionsUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
351 fSizesUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
356 fRadiiUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
361 fRadiusUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
SkLightingImageFilter.cpp     [all...]
  /external/skia/src/gpu/effects/
GrEllipseEffect.cpp 28 fEllipseVar = args.fUniformHandler->addUniform(kFragment_GrShaderFlag, kVec4f_GrSLType,
31 fScaleVar = args.fUniformHandler->addUniform(kFragment_GrShaderFlag, kVec2f_GrSLType,
GrCircleEffect.cpp 27 fCircleVar = args.fUniformHandler->addUniform(kFragment_GrShaderFlag, kVec4f_GrSLType,
GrConstColorProcessor.cpp 21 fColorUniform = args.fUniformHandler->addUniform(kFragment_GrShaderFlag,
GrMatrixConvolutionEffect.cpp 50 fImageIncrementUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
57 fKernelOffsetUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
60 fGainUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
62 fBiasUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
GrGaussianConvolutionFragmentProcessor.cpp 44 fImageIncrementUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec2f_GrSLType,
47 fBoundsUni = uniformHandler->addUniform(kFragment_GrShaderFlag, kVec2f_GrSLType,
GrRRectEffect.cpp 156 fInnerRectUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
161 fRadiusPlusHalfUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
504 fInnerRectUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
530 fScaleUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
539 fInvRadiiSqdUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
554 fInvRadiiSqdUniform = uniformHandler->addUniform(kFragment_GrShaderFlag,
    [all...]
  /external/deqp/modules/gles31/functional/
es31fUniformBlockTests.cpp 66 block.addUniform(Uniform("var", type, 0));
104 block.addUniform(Uniform("u", VarType(glu::TYPE_INT, PRECISION_MEDIUM)));
105 block.addUniform(Uniform("s", VarType(VarType(VarType(&typeS), 3), 2)));
106 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC2, PRECISION_MEDIUM)));
  /external/skia/src/gpu/
GrPathProcessor.cpp 39 fColorUniform = args.fUniformHandler->addUniform(kFragment_GrShaderFlag,
  /external/skia/src/core/
SkColorMatrixFilterRowMajor255.cpp 201 fMatrixHandle = uniformHandler->addUniform(kFragment_GrShaderFlag,
204 fVectorHandle = uniformHandler->addUniform(kFragment_GrShaderFlag,
  /external/skia/src/shaders/gradients/
SkTwoPointConicalGradient_gpu.cpp 227 fParamUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
510 fParamUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
712 fFocalUni = uniformHandler->addUniform(kFragment_GrShaderFlag,
    [all...]

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