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Searched refs:shaderD3D (Results 1 – 2 of 2) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/d3d/
DDynamicImage2DHLSL.cpp829 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shaderGL); in OutputHLSLImage2DUniformGroup() local
832 if (shaderD3D->useImage2DFunction(Image2DHLSLGroupFunctionName(textureGroup, IMAGE2DSIZE))) in OutputHLSLImage2DUniformGroup()
838 if (shaderD3D->useImage2DFunction(Image2DHLSLGroupFunctionName(textureGroup, IMAGE2DLOAD))) in OutputHLSLImage2DUniformGroup()
843 if (shaderD3D->useImage2DFunction(Image2DHLSLGroupFunctionName(textureGroup, IMAGE2DSTORE))) in OutputHLSLImage2DUniformGroup()
896 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shaderGL); in generateShaderForImage2DBindSignature() local
897 unsigned int groupTextureRegisterIndex = shaderD3D->getReadonlyImage2DRegisterIndex(); in generateShaderForImage2DBindSignature()
898 unsigned int groupRWTextureRegisterIndex = shaderD3D->getImage2DRegisterIndex(); in generateShaderForImage2DBindSignature()
DProgramD3D.cpp2639 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shader); in defineUniformBase() local
2640 unsigned int startRegister = shaderD3D->getUniformRegister(uniform.name); in defineUniformBase()
2641 ShShaderOutput outputType = shaderD3D->getCompilerOutputType(); in defineUniformBase()
2797 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(mState.getAttachedShader(shaderType)); in assignSamplerRegisters() local
2798 if (shaderD3D->hasUniform(baseName)) in assignSamplerRegisters()
2801 shaderD3D->getUniformRegister(baseName) + registerOffset; in assignSamplerRegisters()