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Lines Matching +full:- +full:fvisibility

4 * Use of this source code is governed by a BSD-style license that can be
18 // are. This works since all alignments are powers of 2. The mask is always (alignment - 1).
23 …https://www.khronos.org/registry/vulkan/specs/1.0-wsi_extensions/html/vkspec.html#interfaces-resou…
190 offsetDiff = alignmentMask - offsetDiff + 1; in get_ubo_aligned_offset()
231 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); in internalAddUniformArray()
233 uni.fVisibility = visibility; in internalAddUniformArray()
256 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); in internalAddUniformArray()
266 fProgramBuilder->nameVariable(&mangleName, prefix, name, true); in addSampler()
268 GrSwizzle swizzle = shaderCaps->configTextureSwizzle(texture->config()); in addSampler()
269 GrTextureType type = texture->texturePriv().textureType(); in addSampler()
276 layoutQualifier.appendf("set=%d, binding=%d", kSamplerDescSet, fSamplers.count() - 1); in addSampler()
278 info.fVisibility = kFragment_GrShaderFlag; in addSampler()
283 if (vkTexture->ycbcrConversionInfo().isValid()) { in addSampler()
285 GrVkGpu* gpu = static_cast<GrVkPipelineStateBuilder*>(fProgramBuilder)->gpu(); in addSampler()
286 info.fImmutableSampler = gpu->resourceProvider().findOrCreateCompatibleSampler( in addSampler()
287 state, vkTexture->ycbcrConversionInfo()); in addSampler()
293 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); in addSampler()
304 if (visibility == sampler.fVisibility) { in appendUniformDecls()
305 sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); in appendUniformDecls()
306 out->append(";\n"); in appendUniformDecls()
315 if (kVertex_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()
316 kGeometry_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()
317 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) { in appendUniformDecls()
325 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility); in appendUniformDecls()
339 if (visibility & localUniform.fVisibility) { in appendUniformDecls()
341 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString); in appendUniformDecls()
361 out->appendf("layout (set=%d, binding=%d) uniform %sUniformBuffer\n{\n", in appendUniformDecls()
363 out->appendf("%s\n};\n", uniformsString.c_str()); in appendUniformDecls()