Searched refs:literalColor (Results 1 – 3 of 3) sorted by relevance
31 auto literalColor = _outer.literalColor; in emitCode() local32 (void)literalColor; in emitCode()43 _outer.literalColor.fR, _outer.literalColor.fG, _outer.literalColor.fB, in emitCode()44 _outer.literalColor.fA); in emitCode()71 uint16_t red = SkFloatToHalf(literalColor.fR); in onGetGLSLProcessorKey()72 uint16_t green = SkFloatToHalf(literalColor.fG); in onGetGLSLProcessorKey()73 uint16_t blue = SkFloatToHalf(literalColor.fB); in onGetGLSLProcessorKey()74 uint16_t alpha = SkFloatToHalf(literalColor.fA); in onGetGLSLProcessorKey()84 if (literalColor != that.literalColor) return false; in onIsEqual()93 , literalColor(src.literalColor) { in GrOverrideInputFragmentProcessor()
49 SkPMColor4f literalColor; variable55 SkPMColor4f literalColor) in GrOverrideInputFragmentProcessor() argument57 (OptimizationFlags)OptFlags(fp, useUniform ? uniformColor : literalColor)) in GrOverrideInputFragmentProcessor()60 , literalColor(literalColor) { in GrOverrideInputFragmentProcessor()
15 layout(when=!useUniform, key, ctype=SkPMColor4f) in half4 literalColor;45 @optimizationFlags { OptFlags(fp, useUniform ? uniformColor : literalColor) }52 constColor = literalColor;