Searched refs:numShaderStages (Results 1 – 5 of 5) sorted by relevance
/third_party/flutter/skia/src/gpu/vk/ |
D | GrVkPipelineStateBuilder.cpp | 218 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()
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/third_party/skia/src/gpu/vk/ |
D | GrVkPipelineStateBuilder.cpp | 219 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()
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/third_party/vk-gl-cts/external/vulkancts/framework/vulkan/ |
D | vkShaderToSpirV.cpp | 210 int numShaderStages = 0; in getNumShaderStages() local 215 numShaderStages += 1; in getNumShaderStages() 218 return numShaderStages; in getNumShaderStages()
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/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/api/ |
D | vktApiPipelineTests.cpp | 726 …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()
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/third_party/vk-gl-cts/modules/gles31/functional/ |
D | es31fLayoutBindingTests.cpp | 792 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()
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