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Searched refs:IsShaderIn (Results 1 – 8 of 8) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/compiler/translator/
DOutputVulkanGLSL.cpp123 location = IsShaderIn(type.getQualifier()) ? nextUnusedInputLocation(locationCount) in writeLayoutQualifier()
DValidateVaryingLocations.cpp120 bool isVaryingIn = IsShaderIn(qualifier) && qualifier != EvqPatchIn; in ShouldIgnoreVaryingArraySize()
DBaseTypes.h1163 inline bool IsShaderIn(TQualifier qualifier) in IsShaderIn() function
DValidateAST.cpp203 if (IsShaderIn(type.getQualifier())) in visitStructOrInterfaceBlockDeclaration()
DBuildSPIRV.cpp1758 const uint32_t location = IsShaderIn(type.getQualifier()) in writeInterfaceVariableDecorations()
DOutputSPIRV.cpp409 if (IsShaderIn(qualifier)) in GetStorageClass()
5938 const bool isShaderInOut = IsShaderIn(type.getQualifier()) || IsShaderOut(type.getQualifier()); in visitDeclaration()
DParseContext.cpp4319 mShaderType == GL_TESS_EVALUATION_SHADER && IsShaderIn(typeQualifier.qualifier); in addInterfaceBlock()
/third_party/skia/third_party/externals/angle2/src/compiler/translator/tree_ops/
DRemoveInactiveInterfaceVariables.cpp127 else if (IsShaderIn(qualifier)) in visitDeclaration()