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Searched refs:mUniformBlockUseStructuredBufferMap (Results 1 – 6 of 6) sorted by relevance

/external/angle/src/compiler/translator/
DTranslatorHLSL.cpp196 mUniformBlockUseStructuredBufferMap = outputHLSL.getUniformBlockUseStructuredBufferMap(); in translate()
257 auto uniformBlockIter = mUniformBlockUseStructuredBufferMap.find(uniformBlockName); in shouldUniformBlockUseStructuredBuffer()
258 return uniformBlockIter != mUniformBlockUseStructuredBufferMap.end() && in shouldUniformBlockUseStructuredBuffer()
DResourcesHLSL.h61 return mUniformBlockUseStructuredBufferMap; in getUniformBlockUseStructuredBufferMap()
147 std::map<std::string, bool> mUniformBlockUseStructuredBufferMap; variable
DTranslatorHLSL.h44 std::map<std::string, bool> mUniformBlockUseStructuredBufferMap; variable
DResourcesHLSL.cpp681 mUniformBlockUseStructuredBufferMap[interfaceBlock.name().data()] = true; in uniformBlocksHeader()
/external/angle/src/libANGLE/renderer/d3d/
DShaderD3D.cpp216 ASSERT(mUniformBlockUseStructuredBufferMap.count(blockName) > 0); in shouldUniformBlockUseStructuredBuffer()
217 return mUniformBlockUseStructuredBufferMap.find(blockName)->second; in shouldUniformBlockUseStructuredBuffer()
327 mUniformBlockUseStructuredBufferMap[interfaceBlock.name] = useStructuredBuffer; in compile()
DShaderD3D.h106 std::map<std::string, bool> mUniformBlockUseStructuredBufferMap; variable