Searched refs:activeShaders (Results 1 – 8 of 8) sorted by relevance
1010 ShaderBitSet activeShaders = activeShadersMask; in collectAndPackUserVaryings() local1012 ASSERT(activeShaders.any()); in collectAndPackUserVaryings()1013 ShaderType frontShaderStage = activeShaders.first(); in collectAndPackUserVaryings()1014 activeShaders[frontShaderStage] = false; in collectAndPackUserVaryings()1033 for (ShaderType backShaderStage : activeShaders) in collectAndPackUserVaryings()
40 ShaderBitSet activeShaders() const { return mActiveUseBits; } in activeShaders() function
789 mActiveSamplerShaderBits[textureUnit] = samplerUniform.activeShaders(); in updateActiveSamplers()825 const ShaderBitSet shaderBits = imageUniform.activeShaders(); in updateActiveImages()
4072 mState.mExecutable->getUniforms()[locationInfo.index].activeShaders(); in updateSamplerUniform()
1511 VkShaderStageFlags GetShaderStageFlags(gl::ShaderBitSet activeShaders) in GetShaderStageFlags() argument1514 for (const gl::ShaderType shaderType : activeShaders) in GetShaderStageFlags()
1047 VkShaderStageFlags GetShaderStageFlags(gl::ShaderBitSet activeShaders);
1483 if (bufferBinding.get() == nullptr || !block.activeShaders().test(shaderType))1539 if (bufferBinding.get() == nullptr || !block.activeShaders().test(shaderType))
973 json->addScalar("ActiveShaders", activeVariable.activeShaders().to_ulong()); in SerializeActiveVariable()