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Lines Matching refs:code

324     SkString code(versionAndExtensionDecls);  in getTessControlShaderGLSL()  local
326 code.append("layout(vertices = 3) out;\n"); in getTessControlShaderGLSL()
327 code.appendf("precision highp float;\n"); in getTessControlShaderGLSL()
329 code.appendf("#define float2 vec2\n"); in getTessControlShaderGLSL()
330 code.appendf("#define float3 vec3\n"); in getTessControlShaderGLSL()
331 code.appendf("#define float4 vec4\n"); in getTessControlShaderGLSL()
332 code.appendf("#define float2x2 mat2\n"); in getTessControlShaderGLSL()
333 code.appendf("#define float3x2 mat3x2\n"); in getTessControlShaderGLSL()
334 code.appendf("#define float4x2 mat4x2\n"); in getTessControlShaderGLSL()
335 code.appendf("#define PI 3.141592653589793238\n"); in getTessControlShaderGLSL()
336 code.appendf("#define MAX_TESSELLATION_SEGMENTS %i.0\n", shaderCaps.maxTessellationSegments()); in getTessControlShaderGLSL()
337 code.appendf("#define cross cross2d\n"); // GLSL already has a function named "cross". in getTessControlShaderGLSL()
341 code.appendf("uniform vec4 %s;\n", tessArgsName); in getTessControlShaderGLSL()
342 code.appendf("#define PARAMETRIC_PRECISION %s.x\n", tessArgsName); in getTessControlShaderGLSL()
343 code.appendf("#define NUM_RADIAL_SEGMENTS_PER_RADIAN %s.y\n", tessArgsName); in getTessControlShaderGLSL()
345 code.appendf("uniform float %s;\n", tessArgsName); in getTessControlShaderGLSL()
346 code.appendf("#define PARAMETRIC_PRECISION %s\n", tessArgsName); in getTessControlShaderGLSL()
347 code.appendf("#define NUM_RADIAL_SEGMENTS_PER_RADIAN vsStrokeArgs[0].x\n"); in getTessControlShaderGLSL()
350 code.append(skgpu::wangs_formula::as_sksl()); in getTessControlShaderGLSL()
351 code.append(kCosineBetweenVectorsFn); in getTessControlShaderGLSL()
352 code.append(kMiterExtentFn); in getTessControlShaderGLSL()
353 code.append(R"( in getTessControlShaderGLSL()
358 code.append(R"( in getTessControlShaderGLSL()
369 code.append(R"( in getTessControlShaderGLSL()
373 code.append(R"( in getTessControlShaderGLSL()
377 code.append(R"( in getTessControlShaderGLSL()
386 code.append(R"( in getTessControlShaderGLSL()
390 code.append(R"( in getTessControlShaderGLSL()
394 code.append(R"( in getTessControlShaderGLSL()
400 code.append(R"( in getTessControlShaderGLSL()
404 code.append(R"( in getTessControlShaderGLSL()
408 code.append(R"( in getTessControlShaderGLSL()
521 return code; in getTessControlShaderGLSL()
532 SkString code(versionAndExtensionDecls); in getTessEvaluationShaderGLSL() local
533 code.append("layout(quads, equal_spacing, ccw) in;\n"); in getTessEvaluationShaderGLSL()
534 code.appendf("precision highp float;\n"); in getTessEvaluationShaderGLSL()
536 code.appendf("#define float2 vec2\n"); in getTessEvaluationShaderGLSL()
537 code.appendf("#define float3 vec3\n"); in getTessEvaluationShaderGLSL()
538 code.appendf("#define float4 vec4\n"); in getTessEvaluationShaderGLSL()
539 code.appendf("#define float2x2 mat2\n"); in getTessEvaluationShaderGLSL()
540 code.appendf("#define float3x2 mat3x2\n"); in getTessEvaluationShaderGLSL()
541 code.appendf("#define float4x2 mat4x2\n"); in getTessEvaluationShaderGLSL()
542 code.appendf("#define PI 3.141592653589793238\n"); in getTessEvaluationShaderGLSL()
546 code.appendf("uniform vec4 %s;\n", tessArgsName); in getTessEvaluationShaderGLSL()
547 code.appendf("#define STROKE_RADIUS %s.w\n", tessArgsName); in getTessEvaluationShaderGLSL()
549 code.appendf("#define STROKE_RADIUS tcsStrokeRadius\n"); in getTessEvaluationShaderGLSL()
553 code.appendf("uniform vec2 %s;\n", translateName); in getTessEvaluationShaderGLSL()
554 code.appendf("#define TRANSLATE %s\n", translateName); in getTessEvaluationShaderGLSL()
556 code.appendf("uniform vec4 %s;\n", affineMatrixName); in getTessEvaluationShaderGLSL()
557 code.appendf("#define AFFINE_MATRIX mat2(%s)\n", affineMatrixName); in getTessEvaluationShaderGLSL()
559 code.append(R"( in getTessEvaluationShaderGLSL()
568 code.append(R"( in getTessEvaluationShaderGLSL()
572 code.appendf(R"( in getTessEvaluationShaderGLSL()
578 code.append(R"( in getTessEvaluationShaderGLSL()
581 code.append(kUncheckedMixFn); in getTessEvaluationShaderGLSL()
583 code.append(R"( in getTessEvaluationShaderGLSL()
637 this->emitTessellationCode(shader, &code, &gpArgs, shaderCaps); in getTessEvaluationShaderGLSL()
640 code.appendf(R"( in getTessEvaluationShaderGLSL()
646 code.appendf(R"( in getTessEvaluationShaderGLSL()
650 code.append(R"( in getTessEvaluationShaderGLSL()
653 return code; in getTessEvaluationShaderGLSL()