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Lines Matching refs:mAttachedShaders

1181       mAttachedShaders{},  in ProgramState()
1211 return mAttachedShaders[shaderType]; in getAttachedShader()
1284 for (const Shader *shader : mAttachedShaders) in hasAttachedShader()
1318 if (mAttachedShaders[ShaderType::Geometry]) in getAttachedTransformFeedbackStage()
1322 if (mAttachedShaders[ShaderType::TessEvaluation]) in getAttachedTransformFeedbackStage()
1354 if (mState.mAttachedShaders[shaderType]) in onDestroy()
1356 mState.mAttachedShaders[shaderType]->release(context); in onDestroy()
1357 mState.mAttachedShaders[shaderType] = nullptr; in onDestroy()
1391 mState.mAttachedShaders[shaderType] = shader; in attachShader()
1392 mState.mAttachedShaders[shaderType]->addRef(); in attachShader()
1401 ASSERT(mState.mAttachedShaders[shaderType] == shader); in detachShader()
1403 mState.mAttachedShaders[shaderType] = nullptr; in detachShader()
1410 for (const Shader *shader : mState.mAttachedShaders) in getAttachedShadersCount()
1520 if (mState.mAttachedShaders[ShaderType::Compute]) in linkImpl()
1605 gl::Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex]; in linkImpl()
1612 gl::Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment]; in linkImpl()
1714 for (const Shader *shader : mState.mAttachedShaders) in updateLinkedShaderStages()
2021 for (const Shader *shader : mState.mAttachedShaders) in getAttachedShaders()
3240 const ShaderMap<Shader *> &shaders = mState.mAttachedShaders; in linkValidateShaders()
3497 Shader *currentShader = mState.mAttachedShaders[shaderType]; in linkVaryings()
3505 Shader *previousShader = mState.mAttachedShaders[previousShaderType]; in linkVaryings()
3524 Shader *vertexShader = mState.mAttachedShaders[ShaderType::Vertex]; in linkVaryings()
3525 Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment]; in linkVaryings()
3621 bool hasComputeShader = mState.mAttachedShaders[ShaderType::Compute] != nullptr; in linkSamplerAndImageBindings()
3896 Shader *shader = mState.mAttachedShaders[shaderType]; in linkInterfaceBlocks()
3938 Shader *shader = mState.mAttachedShaders[shaderType]; in linkInterfaceBlocks()
4077 Shader *fragmentShader = mState.mAttachedShaders[ShaderType::Fragment]; in linkOutputVariables()
4767 if (!mState.mAttachedShaders[ShaderType::Compute]) in deserialize()