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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
20 // are. This works since all alignments are powers of 2. The mask is always (alignment - 1).
182 offsetDiff = alignmentMask - offsetDiff + 1;
225 fProgramBuilder->nameVariable(uni.fVariable.accessName(), prefix, name, mangleName);
227 uni.fVisibility = visibility;
251 return GrGLSLUniformHandler::UniformHandle(fUniforms.count() - 1);
261 fProgramBuilder->nameVariable(&mangleName, prefix, name, true);
263 GrSLPrecision precision = GrSLSamplerPrecision(texture->config());
264 GrSwizzle swizzle = caps->configTextureSwizzle(texture->config());
265 GrTextureType type = texture->texturePriv().textureType();
273 layoutQualifier.appendf("binding=%d", fSamplers.count() - 1);
275 info.fVisibility = kFragment_GrShaderFlag;
279 return GrGLSLUniformHandler::SamplerHandle(fSamplers.count() - 1);
290 if (visibility == sampler.fVisibility) {
291 sampler.fVariable.appendDecl(fProgramBuilder->shaderCaps(), out);
292 out->append(";\n");
301 if (kVertex_GrShaderFlag == localUniform.fVisibility ||
302 kGeometry_GrShaderFlag == localUniform.fVisibility ||
303 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) {
311 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility);
325 if (visibility & localUniform.fVisibility) {
327 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);
347 out->appendf("layout (binding=%d) uniform %sUniformBuffer\n{\n", uniformBinding, stage);
348 out->appendf("%s\n};\n", uniformsString.c_str());