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Searched refs:numShaderStages (Results 1 – 5 of 5) sorted by relevance

/third_party/flutter/skia/src/gpu/vk/
DGrVkPipelineStateBuilder.cpp218 int numShaderStages = 0; in finalize() local
220 numShaderStages = this->loadShadersFromCache(*cached, shaderModules, shaderStageInfo); in finalize()
223 if (!numShaderStages) { in finalize()
224 numShaderStages = 2; // We always have at least vertex and fragment stages. in finalize()
272 ++numShaderStages; in finalize()
302 shaderStageInfo, numShaderStages, primitiveType, compatibleRenderPass, pipelineLayout); in finalize()
/third_party/skia/src/gpu/vk/
DGrVkPipelineStateBuilder.cpp219 int numShaderStages = 0; in finalize() local
221 numShaderStages = this->loadShadersFromCache(&reader, shaderModules, shaderStageInfo); in finalize()
225 if (!numShaderStages) { in finalize()
226 numShaderStages = 2; // We always have at least vertex and fragment stages. in finalize()
326 fProgramInfo, shaderStageInfo, numShaderStages, compatibleRenderPass, pipelineLayout, in finalize()
/third_party/vk-gl-cts/external/vulkancts/framework/vulkan/
DvkShaderToSpirV.cpp210 int numShaderStages = 0; in getNumShaderStages() local
215 numShaderStages += 1; in getNumShaderStages()
218 return numShaderStages; in getNumShaderStages()
/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/api/
DvktApiPipelineTests.cpp726 …ipeline (const DeviceInterface& vk, const VkDevice& device, deUint32 numShaderStages, const VkPipe… in createSimpleGraphicsPipeline() argument
833 numShaderStages, // deUint32 stageCount; in createSimpleGraphicsPipeline()
1481 …ointers (const DeviceInterface& vk, const VkDevice& device, deUint32 numShaderStages, const VkPipe… in createSimpleGraphicsPipelineInvalidPointers() argument
1528 numShaderStages, // deUint32 stageCount; in createSimpleGraphicsPipelineInvalidPointers()
/third_party/vk-gl-cts/modules/gles31/functional/
Des31fLayoutBindingTests.cpp792 int numShaderStages = m_tessSupport ? 4 : 2; in init() local
831 …maxFragmentUnits), de::min(maxTessCtrlUnits, maxTessEvalUnits)), maxCombinedUnits/numShaderStages); in init()
889 if ((m_shaderType == SHADERTYPE_ALL) && (maxCombinedUnits < m_numBindings*numShaderStages) ) in init()