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Searched refs:CompileStatus (Results 1 – 16 of 16) sorted by relevance

/third_party/flutter/skia/third_party/externals/angle2/src/libANGLE/
DShader.cpp123 mCompileStatus(CompileStatus::NOT_COMPILED) in ShaderState()
322 mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED; in compile()
389 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
439 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
448 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
503 mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED; in resolveCompile()
539 return mState.mCompileStatus == CompileStatus::COMPILED; in isCompiled()
DShader.h52 enum class CompileStatus enum
88 bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; } in compilePending()
121 CompileStatus mCompileStatus;
/third_party/skia/third_party/externals/angle2/src/libANGLE/
DShader.cpp129 mCompileStatus(CompileStatus::NOT_COMPILED) in ShaderState()
342 mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED; in compile()
424 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
497 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
506 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
515 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
601 mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED; in resolveCompile()
637 return mState.mCompileStatus == CompileStatus::COMPILED; in isCompiled()
DShader.h52 enum class CompileStatus enum
90 bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; } in compilePending()
113 CompileStatus getCompileStatus() const { return mCompileStatus; } in getCompileStatus()
157 CompileStatus mCompileStatus;
/third_party/mesa3d/src/mesa/main/
Dglspirv.c93 sh->CompileStatus = COMPILE_FAILURE; in _mesa_spirv_shader_binary()
354 if (sh->CompileStatus) { in _mesa_SpecializeShaderARB()
420 sh->CompileStatus = COMPILE_SUCCESS; in _mesa_SpecializeShaderARB()
Dshaderapi.c1076 *params = shader->CompileStatus ? GL_TRUE : GL_FALSE; in get_shaderiv()
1189 if (sh->CompileStatus == COMPILE_SKIPPED && !sh->FallbackSource) { in set_shader_source()
1240 sh->CompileStatus = COMPILE_FAILURE; in _mesa_compile_shader()
1260 if (sh->CompileStatus) { in _mesa_compile_shader()
1279 if (!sh->CompileStatus) { in _mesa_compile_shader()
Dff_fragment_shader.cpp1111 p.shader->CompileStatus = COMPILE_SUCCESS; in create_new_program()
Dmtypes.h2675 enum gl_compile_status CompileStatus; member
/third_party/vk-gl-cts/doc/
Dqpa_file_format.txt85 <VertexShader CompileStatus="[status]">
89 <FragmentShader CompileStatus="[status]">
138 <CompileInfo CompileStatus="[status]">[string]</CompileInfo>
/third_party/mesa3d/src/compiler/glsl/
Dstandalone.cpp387 if (shader->CompileStatus == COMPILE_SUCCESS && options->dump_lir) { in compile_shader()
509 if (!shader->CompileStatus) { in standalone_compile_shader()
Dglsl_parser_extras.cpp2084 assert(shader->CompileStatus != COMPILE_FAILURE && in opt_shader_and_create_symbol_table()
2159 shader->CompileStatus = COMPILE_SKIPPED; in can_skip_compile()
2177 if (shader->CompileStatus == COMPILE_SUCCESS) in can_skip_compile()
2261 shader->CompileStatus = state->error ? COMPILE_FAILURE : COMPILE_SUCCESS; in _mesa_glsl_compile_shader()
2292 if (ctx->Cache && shader->CompileStatus == COMPILE_SUCCESS) { in _mesa_glsl_compile_shader()
Dglsl_to_nir.cpp2632 sh->CompileStatus = COMPILE_FAILURE; in glsl_float64_funcs_to_nir()
2635 if (!sh->CompileStatus) { in glsl_float64_funcs_to_nir()
/third_party/skia/third_party/externals/angle2/src/libANGLE/capture/
Dframe_capture_utils.cpp94 const char *CompileStatusToString(gl::CompileStatus status) in CompileStatusToString()
98 ENUM_TO_STRING(gl::CompileStatus, NOT_COMPILED); in CompileStatusToString()
99 ENUM_TO_STRING(gl::CompileStatus, COMPILE_REQUESTED); in CompileStatusToString()
100 ENUM_TO_STRING(gl::CompileStatus, COMPILED); in CompileStatusToString()
/third_party/mesa3d/src/mesa/program/
Dprog_print.c1009 shader->CompileStatus ? "ok" : "fail"); in _mesa_write_shader_to_file()
Dir_to_mesa.cpp3107 if (!prog->Shaders[i]->CompileStatus) { in _mesa_glsl_link_shader()
/third_party/mesa3d/src/mesa/drivers/common/
Dmeta.c149 sh->CompileStatus = COMPILE_FAILURE; in meta_compile_shader_with_debug()
152 if (!sh->CompileStatus) { in meta_compile_shader_with_debug()