Searched refs:mShaders (Results 1 – 8 of 8) sorted by relevance
/third_party/skia/third_party/externals/angle2/src/libANGLE/ |
D | ResourceManager.cpp | 142 ASSERT(mShaders.empty()); in ~ShaderProgramManager() 152 while (!mShaders.empty()) in reset() 154 deleteShader(context, {mShaders.begin()->first}); in reset() 156 mShaders.clear(); in reset() 165 mShaders.assign(handle, new Shader(this, factory, rendererLimitations, type, handle)); in createShader() 171 deleteObject(context, &mShaders, shader); in deleteShader() 176 return mShaders.query(handle); in getShader()
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D | ResourceManager.h | 168 const ResourceMap<Shader, ShaderProgramID> &getShadersForCapture() const { return mShaders; } in getShadersForCapture() 185 ResourceMap<Shader, ShaderProgramID> mShaders; variable
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/third_party/skia/third_party/externals/angle2/src/compiler/translator/ |
D | SymbolTable.h | 128 uint8_t mShaders; variable 141 mShaders(static_cast<uint8_t>(shaders)), in SymbolRule() 154 mShaders(static_cast<uint8_t>(shaders)), in SymbolRule()
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D | SymbolTable.cpp | 481 if (!CheckShaderType(static_cast<Shader>(mShaders), shaderType)) in get()
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/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/ |
D | ProgramExecutableVk.h | 87 gl::ShaderMap<vk::RefCounted<vk::ShaderAndSerial>> mShaders; variable
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D | ProgramExecutableVk.cpp | 225 ANGLE_TRY(vk::InitShaderAndSerial(contextVk, &mShaders[shaderType].get(), in initProgram() 229 mProgramHelper.setShader(shaderType, &mShaders[shaderType]); in initProgram() 243 for (vk::RefCounted<vk::ShaderAndSerial> &shader : mShaders) in release()
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D | vk_helpers.h | 2665 ShaderAndSerial &getShader(gl::ShaderType shaderType) { return mShaders[shaderType].get(); } in getShader() 2690 activeAttribLocationsMask, programAttribsTypeMask, missingOutputsMask, mShaders, in getGraphicsPipeline() 2699 ShaderAndSerialMap mShaders;
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D | vk_helpers.cpp | 8546 return mShaders[shaderType].valid(); in valid() 8553 for (BindingPointer<ShaderAndSerial> &shader : mShaders) in destroy() 8563 for (BindingPointer<ShaderAndSerial> &shader : mShaders) in release() 8571 mShaders[shaderType].set(shader); in setShader() 8616 shaderStage.module = mShaders[gl::ShaderType::Compute].get().get().getHandle(); in getComputePipeline()
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