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Searched refs:pixelShader (Results 1 – 25 of 27) sorted by relevance

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/third_party/skia/third_party/externals/swiftshader/src/Renderer/
DSetupProcessor.cpp74 …bool vPosZW = (context->pixelShader && context->pixelShader->isVPosDeclared() && fullPixelPosition… in update()
87 state.vFace = context->pixelShader && context->pixelShader->isVFaceDeclared(); in update()
123 if(context->vertexShader && context->pixelShader) in update()
130 …const Shader::Semantic& semantic = context->pixelShader->getInput(interpolant, component - project… in update()
158 else if(context->preTransformed && context->pixelShader) in update()
164 const Shader::Semantic& semantic = context->pixelShader->getInput(interpolant, component); in update()
DContext.cpp303 pixelShader = 0; in init()
598 if(pixelShader) in texCoordActive()
600 usesTexture = pixelShader->usesTexture(coordinate, component) || project; in texCoordActive()
1215 if(pixelShader) in diffuseUsed()
1217 return pixelShader->usesDiffuse(component); in diffuseUsed()
1297 if(pixelShader) in specularUsed()
1299 return pixelShader->usesSpecular(component); in specularUsed()
1402 if(!pixelShader) in textureActive()
1433 return pixelShader->usesTexture(coordinate, component); in textureActive()
1441 return pixelShader ? pixelShader->getShaderModel() : 0x0000; in pixelShaderModel()
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DPixelProcessor.cpp969 if(context->pixelShader) in update()
971 state.shaderID = context->pixelShader->getSerialID(); in update()
978 state.depthOverride = context->pixelShader && context->pixelShader->depthOverride(); in update()
979 state.shaderContainsKill = context->pixelShader ? context->pixelShader->containsKill() : false; in update()
1049 if(state.multiSample > 1 && context->pixelShader) in update()
1051 state.centroid = context->pixelShader->containsCentroid(); in update()
1056 if(!context->pixelShader) in update()
1068 if(context->pixelShader) in update()
1070 if(context->pixelShader->usesSampler(i)) in update()
1155 const Shader::Semantic &semantic = context->pixelShader->getInput(interpolant, component); in update()
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DQuadRasterizer.cpp31 …nst PixelProcessor::State &state, const PixelShader *pixelShader) : state(state), shader(pixelShad… in QuadRasterizer() argument
DRenderer.cpp409 if(context->pixelShader) in draw()
444 …xelState.textureStage[stage].stageOperation != TextureStage::STAGE_DISABLE || context->pixelShader) in draw()
2246 void Renderer::loadConstants(const PixelShader *pixelShader) in loadConstants() argument
2248 if(!pixelShader) return; in loadConstants()
2250 size_t count = pixelShader->getLength(); in loadConstants()
2254 const Shader::Instruction *instruction = pixelShader->getInstruction(i); in loadConstants()
2650 context->pixelShader = shader; in setPixelShader()
DContext.hpp485 const PixelShader *pixelShader; member in sw::Context
DRenderer.hpp393 void loadConstants(const PixelShader *pixelShader);
/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/
DShader.cpp447 pixelShader = 0; in FragmentShader()
452 delete pixelShader; in ~FragmentShader()
462 return pixelShader; in getShader()
467 return pixelShader; in getPixelShader()
472 delete pixelShader; in createShader()
473 pixelShader = new sw::PixelShader(); in createShader()
478 delete pixelShader; in deleteShader()
479 pixelShader = nullptr; in deleteShader()
DDevice.cpp127 pixelShader = nullptr; in Device()
274 void Device::setPixelShader(const PixelShader *pixelShader) in setPixelShader() argument
276 this->pixelShader = pixelShader; in setPixelShader()
739 if(pixelShader) in bindShaderConstants()
746 Renderer::setPixelShader(pixelShader); // Loads shader constants set with DEF in bindShaderConstants()
747 … pixelShaderConstantsFDirty = pixelShader->dirtyConstantsF; // Shader DEF'ed constants are dirty in bindShaderConstants()
DShader.h133 sw::PixelShader *pixelShader; variable
DDevice.hpp97 const sw::PixelShader *pixelShader; member in es2::Device
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d11/
DPixelTransfer11.cpp172 const d3d11::PixelShader *pixelShader = findBufferToTexturePS(destinationFormat); in copyBufferToTexture() local
173 ASSERT(pixelShader); in copyBufferToTexture()
204 stateManager->setDrawShaders(&mBufferToTextureVS, geometryShader, pixelShader); in copyBufferToTexture()
DBlit11.cpp895 &shader->pixelShader); in swizzleTexture()
1023 &shader->pixelShader); in copyTexture()
1349 shader.pixelShader = std::move(ps); in addBlitShaderToMap()
1369 shader.pixelShader = std::move(ps); in addSwizzleShaderToMap()
1887 const d3d11::PixelShader *pixelShader = nullptr; in resolveStencil() local
1891 pixelShader = &mResolveDepthStencilPS.getObj(); in resolveStencil()
1896 pixelShader = &mResolveStencilPS.getObj(); in resolveStencil()
1902 stateManager->setDrawShaders(&mResolveDepthStencilVS.getObj(), nullptr, pixelShader); in resolveStencil()
DBlit11.h152 d3d11::PixelShader pixelShader; member
DStateManager11.cpp2421 const d3d11::PixelShader *pixelShader) in setDrawShaders() argument
2425 setPixelShader(pixelShader); in setDrawShaders()
2958 const d3d11::PixelShader *pixelShader = nullptr; in syncProgram() local
2961 pixelShader = (pixelExe ? &GetAs<ShaderExecutable11>(pixelExe)->getPixelShader() : nullptr); in syncProgram()
2976 setDrawShaders(vertexShader, geometryShader, pixelShader); in syncProgram()
DStateManager11.h274 const d3d11::PixelShader *pixelShader);
/third_party/skia/third_party/externals/swiftshader/src/Device/
DPixelProcessor.cpp181 const SpirvShader *pixelShader, in routine() argument
188 QuadRasterizer *generator = new PixelProgram(state, pipelineLayout, pixelShader, descriptorSets); in routine()
DPixelProcessor.hpp164 … const SpirvShader *pixelShader, const vk::DescriptorSet::Bindings &descriptorSets);
/third_party/skia/third_party/externals/imgui/backends/
Dimgui_impl_dx10.cpp436 static const char* pixelShader = in ImGui_ImplDX10_CreateDeviceObjects() local
453 …if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, … in ImGui_ImplDX10_CreateDeviceObjects()
Dimgui_impl_dx11.cpp448 static const char* pixelShader = in ImGui_ImplDX11_CreateDeviceObjects() local
465 …if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, … in ImGui_ImplDX11_CreateDeviceObjects()
Dimgui_impl_dx12.cpp595 static const char* pixelShader = in ImGui_ImplDX12_CreateDeviceObjects() local
611 …if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, … in ImGui_ImplDX12_CreateDeviceObjects()
/third_party/skia/src/gpu/d3d/
DGrD3DPipelineStateBuilder.cpp499 gr_cp<ID3DBlob> vertexShader, gr_cp<ID3DBlob> pixelShader, in create_pipeline_state() argument
508 psoDesc.PS = { reinterpret_cast<UINT8*>(pixelShader->GetBufferPointer()), in create_pipeline_state()
509 pixelShader->GetBufferSize() }; in create_pipeline_state()
/third_party/skia/third_party/externals/swiftshader/src/OpenGL/compiler/
DOutputASM.cpp505 pixelShader = nullptr; in OutputASM()
511 pixelShader = shaderObject->getPixelShader(); in OutputASM()
2489 pixelShader ? "pixel shader" : "vertex shader"); in source()
2510 pixelShader ? "pixel shader" : "vertex shader"); in destination()
2962 case EvqFragCoord: pixelShader->declareVPos(); return sw::Shader::VPosIndex; in registerIndex()
2963 case EvqFrontFacing: pixelShader->declareVFace(); return sw::Shader::VFaceIndex; in registerIndex()
3109 pixelShader ? "pixel shader" : "vertex shader"); in temporaryRegister()
3131pixelShader->setInput(var + i, type.registerSize(), sw::Shader::Semantic(sw::Shader::USAGE_COLOR, … in setPixelShaderInputs()
3149 if(pixelShader) in varyingRegister()
3160pixelShader->setInput(var, varying->registerSize(), sw::Shader::Semantic(sw::Shader::USAGE_TEXCOOR… in varyingRegister()
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DOutputASM.h342 sw::PixelShader *pixelShader; variable
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/d3d9/
DRenderer9.cpp1771 IDirect3DPixelShader9 *pixelShader = in applyShaders() local
1780 if (pixelShader != mAppliedPixelShader) in applyShaders()
1782 mDevice->SetPixelShader(pixelShader); in applyShaders()
1783 mAppliedPixelShader = pixelShader; in applyShaders()

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