Searched refs:useInstancedPointSpriteEmulation (Results 1 – 7 of 7) sorted by relevance
162 bool useInstancedPointSpriteEmulation = in generateVertexShaderForInputLayout() local163 usesPointSize && mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled; in generateVertexShaderForInputLayout()173 if (useInstancedPointSpriteEmulation) in generateVertexShaderForInputLayout()491 bool useInstancedPointSpriteEmulation = in generateShaderLinkHLSL() local493 mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled; in generateShaderLinkHLSL()506 if (useInstancedPointSpriteEmulation) in generateShaderLinkHLSL()630 if (useInstancedPointSpriteEmulation) in generateShaderLinkHLSL()670 ASSERT(!useInstancedPointSpriteEmulation); in generateShaderLinkHLSL()
406 renderer->getFeatures().useInstancedPointSpriteEmulation.enabled), in ProgramD3DMetadata()741 return mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled; in usesInstancedPointSpriteEmulation()
60 Feature useInstancedPointSpriteEmulation = { member
813 ANGLE_FEATURE_CONDITION(features, useInstancedPointSpriteEmulation, false); in InitializeFeatures()
2424 ANGLE_FEATURE_CONDITION(features, useInstancedPointSpriteEmulation, isFeatureLevel9_3); in InitializeFeatures()
3898 if (usesPointSize && mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled) in syncPrimitiveTopology()
1656 if (getFeatures().useInstancedPointSpriteEmulation.enabled) in drawArrays()