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

/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/
DProgramExecutableVk.cpp974 gl::ShaderMap<const gl::ProgramState *> programStates; in createPipelineLayout() local
975 fillProgramStateMap(contextVk, &programStates); in createPipelineLayout()
1003 !programStates[linkedTransformFeedbackStage]->getLinkedTransformFeedbackVaryings().empty(); in createPipelineLayout()
1007 programStates[linkedTransformFeedbackStage]->getExecutable(); in createPipelineLayout()
1025 const gl::ProgramState *programState = programStates[shaderType]; in createPipelineLayout()
1060 const gl::ProgramState *programState = programStates[shaderType]; in createPipelineLayout()
1073 const gl::ProgramState *programState = programStates[shaderType]; in createPipelineLayout()
1088 const gl::ProgramState *programState = programStates[shaderType]; in createPipelineLayout()
1570 gl::ShaderMap<const gl::ProgramState *> programStates; in updateShaderResourcesDescriptorSet() local
1571 fillProgramStateMap(contextVk, &programStates); in updateShaderResourcesDescriptorSet()
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DContextVk.cpp1305 gl::ShaderMap<const gl::ProgramState *> programStates; in renderPassUsesStorageResources() local
1306 mExecutable->fillProgramStateMap(this, &programStates); in renderPassUsesStorageResources()
1310 const gl::ProgramState *programState = programStates[shaderType]; in renderPassUsesStorageResources()
1888 gl::ShaderMap<const gl::ProgramState *> programStates; in handleDirtyShaderResourcesImpl() local
1889 mExecutable->fillProgramStateMap(this, &programStates); in handleDirtyShaderResourcesImpl()
1892 const gl::ProgramState &programState = *programStates[shaderType]; in handleDirtyShaderResourcesImpl()
6592 gl::ShaderMap<const gl::ProgramState *> programStates; in endRenderPassIfComputeReadAfterTransformFeedbackWrite() local
6593 mExecutable->fillProgramStateMap(this, &programStates); in endRenderPassIfComputeReadAfterTransformFeedbackWrite()
6597 const gl::ProgramState *programState = programStates[shaderType]; in endRenderPassIfComputeReadAfterTransformFeedbackWrite()