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Searched refs:mUsesFragDepth (Results 1 – 7 of 7) sorted by relevance

/external/angle/src/compiler/translator/
DValidateOutputs.cpp41 bool mUsesFragDepth; member in sh::__anon9131006b0111::ValidateOutputsTraverser
56 mUsesFragDepth(false) in ValidateOutputsTraverser()
87 mUsesFragDepth = true; in visitSymbol()
157 if (!mYuvOutputs.empty() && (mYuvOutputs.size() > 1 || mUsesFragDepth || !mOutputs.empty() || in validate()
DOutputHLSL.h205 bool mUsesFragDepth; variable
DOutputHLSL.cpp342 mUsesFragDepth = false; in OutputHLSL()
774 if (mUsesFragDepth) in header()
1116 if (mUsesFragDepth) in header()
1290 mUsesFragDepth = true; in visitSymbol()
/external/angle/src/libANGLE/renderer/d3d/
DShaderD3D.h76 bool usesFragDepth() const { return mUsesFragDepth; } in usesFragDepth()
94 bool mUsesFragDepth; variable
DShaderD3D.cpp165 mUsesFragDepth = false; in uncompile()
296 mUsesFragDepth = translatedSource.find("GL_USES_FRAG_DEPTH") != std::string::npos; in compile()
DProgramD3D.cpp1139 stream->readBool(&mUsesFragDepth); in load()
1429 stream->writeInt(mUsesFragDepth); in save()
1549 mShaderHLSL[gl::ShaderType::Fragment], mPixelShaderKey, mUsesFragDepth, in getPixelExecutableForCachedOutputLayout()
2091 mUsesFragDepth = metadata.usesFragDepth(); in link()
2967 mUsesFragDepth = false; in reset()
DProgramD3D.h539 bool mUsesFragDepth; variable