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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
16 #define GL_CALL(X) GR_GL_CALL(this->glGpu()->glInterface(), X)
17 #define GL_CALL_RET(R, X) GR_GL_CALL_RET(this->glGpu()->glInterface(), R, X)
53 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName); in internalAddUniformArray()
55 uni.fVisibility = visibility; in internalAddUniformArray()
57 uni.fLocation = -1; in internalAddUniformArray()
62 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1); in internalAddUniformArray()
73 fProgramBuilder->nameVariable(&mangleName, prefix, name, true); in addSampler()
75 GrSLPrecision precision = GrSLSamplerPrecision(texture->config()); in addSampler()
76 GrSwizzle swizzle = shaderCaps->configTextureSwizzle(texture->config()); in addSampler()
77 GrTextureType type = texture->texturePriv().textureType(); in addSampler()
84 sampler.fLocation = -1; in addSampler()
85 sampler.fVisibility = kFragment_GrShaderFlag; in addSampler()
88 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1); in addSampler()
93 if (fUniforms[i].fVisibility & visibility) { in appendUniformDecls()
94 fUniforms[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); in appendUniformDecls()
95 out->append(";"); in appendUniformDecls()
99 if (fSamplers[i].fVisibility & visibility) { in appendUniformDecls()
100 fSamplers[i].fVariable.appendDecl(fProgramBuilder->shaderCaps(), out); in appendUniformDecls()
101 out->append(";\n"); in appendUniformDecls()
138 return glPB->gpu(); in glGpu()