Lines Matching refs:mState
148 mProgramPipelineImpl(factory->createProgramPipeline(mState)), in ProgramPipeline()
157 mExecutableObserverBinding.bind(mState.mExecutable); in ProgramPipeline()
167 for (Program *program : mState.mPrograms) in onDestroy()
181 mState.mLabel = label; in setLabel()
186 return mState.mLabel; in getLabel()
196 mState.activeShaderProgram(shaderProgram); in activeShaderProgram()
203 mState.useProgramStages(context, stages, shaderProgram, &mProgramObserverBindings); in useProgramStages()
207 mState.mIsLinked = false; in useProgramStages()
212 mState.mExecutable->resetLinkedShaderStages(); in updateLinkedShaderStages()
216 Program *program = mState.mPrograms[shaderType]; in updateLinkedShaderStages()
219 mState.mExecutable->setLinkedShaderStages(shaderType); in updateLinkedShaderStages()
223 mState.mExecutable->updateCanDrawWith(); in updateLinkedShaderStages()
236 mState.mExecutable->mActiveAttribLocationsMask = vertexExecutable.mActiveAttribLocationsMask; in updateExecutableAttributes()
237 mState.mExecutable->mMaxActiveAttribLocation = vertexExecutable.mMaxActiveAttribLocation; in updateExecutableAttributes()
238 mState.mExecutable->mAttributesTypeMask = vertexExecutable.mAttributesTypeMask; in updateExecutableAttributes()
239 mState.mExecutable->mAttributesMask = vertexExecutable.mAttributesMask; in updateExecutableAttributes()
255 mState.mExecutable->mTransformFeedbackStrides = in updateTransformFeedbackMembers()
257 mState.mExecutable->mLinkedTransformFeedbackVaryings = in updateTransformFeedbackMembers()
263 mState.mExecutable->mComputeShaderStorageBlocks.clear(); in updateShaderStorageBlocks()
264 mState.mExecutable->mGraphicsShaderStorageBlocks.clear(); in updateShaderStorageBlocks()
281 mState.mExecutable->mGraphicsShaderStorageBlocks.emplace_back(block); in updateShaderStorageBlocks()
291 mState.mExecutable->mComputeShaderStorageBlocks.emplace_back(block); in updateShaderStorageBlocks()
298 mState.mExecutable->mComputeImageBindings.clear(); in updateImageBindings()
299 mState.mExecutable->mGraphicsImageBindings.clear(); in updateImageBindings()
300 mState.mExecutable->mActiveImageShaderBits.fill({}); in updateImageBindings()
316 mState.mExecutable->mGraphicsImageBindings.emplace_back(imageBinding); in updateImageBindings()
319 mState.mExecutable->updateActiveImages(shaderProgram->getExecutable()); in updateImageBindings()
328 mState.mExecutable->mComputeImageBindings.emplace_back(imageBinding); in updateImageBindings()
331 mState.mExecutable->setIsCompute(true); in updateImageBindings()
332 mState.mExecutable->updateActiveImages(computeProgram->getExecutable()); in updateImageBindings()
333 mState.mExecutable->setIsCompute(false); in updateImageBindings()
347 mState.mExecutable->mGeometryShaderInputPrimitiveType = in updateExecutableGeometryProperties()
349 mState.mExecutable->mGeometryShaderOutputPrimitiveType = in updateExecutableGeometryProperties()
351 mState.mExecutable->mGeometryShaderInvocations = geometryExecutable.mGeometryShaderInvocations; in updateExecutableGeometryProperties()
352 mState.mExecutable->mGeometryShaderMaxVertices = geometryExecutable.mGeometryShaderMaxVertices; in updateExecutableGeometryProperties()
363 mState.mExecutable->mTessControlShaderVertices = in updateExecutableTessellationProperties()
370 mState.mExecutable->mTessGenMode = tessEvalExecutable.mTessGenMode; in updateExecutableTessellationProperties()
371 mState.mExecutable->mTessGenSpacing = tessEvalExecutable.mTessGenSpacing; in updateExecutableTessellationProperties()
372 mState.mExecutable->mTessGenVertexOrder = tessEvalExecutable.mTessGenVertexOrder; in updateExecutableTessellationProperties()
373 mState.mExecutable->mTessGenPointMode = tessEvalExecutable.mTessGenPointMode; in updateExecutableTessellationProperties()
387 mState.mExecutable->mFragmentInoutRange = fragmentExecutable.mFragmentInoutRange; in updateFragmentInoutRange()
399 mState.mExecutable->mLinkedOutputVaryings[shaderType] = in updateLinkedVaryings()
401 mState.mExecutable->mLinkedInputVaryings[shaderType] = in updateLinkedVaryings()
410 mState.mExecutable->mLinkedOutputVaryings[ShaderType::Compute] = in updateLinkedVaryings()
412 mState.mExecutable->mLinkedInputVaryings[ShaderType::Compute] = in updateLinkedVaryings()
429 mState.mExecutable->mPipelineHasGraphicsUniformBuffers = true; in updateHasBooleans()
433 mState.mExecutable->mPipelineHasGraphicsStorageBuffers = true; in updateHasBooleans()
437 mState.mExecutable->mPipelineHasGraphicsAtomicCounterBuffers = true; in updateHasBooleans()
441 mState.mExecutable->mPipelineHasGraphicsDefaultUniforms = true; in updateHasBooleans()
445 mState.mExecutable->mPipelineHasGraphicsTextures = true; in updateHasBooleans()
449 mState.mExecutable->mPipelineHasGraphicsImages = true; in updateHasBooleans()
461 mState.mExecutable->mPipelineHasComputeUniformBuffers = true; in updateHasBooleans()
465 mState.mExecutable->mPipelineHasComputeStorageBuffers = true; in updateHasBooleans()
469 mState.mExecutable->mPipelineHasComputeAtomicCounterBuffers = true; in updateHasBooleans()
473 mState.mExecutable->mPipelineHasComputeDefaultUniforms = true; in updateHasBooleans()
477 mState.mExecutable->mPipelineHasComputeTextures = true; in updateHasBooleans()
481 mState.mExecutable->mPipelineHasComputeImages = true; in updateHasBooleans()
488 mState.mExecutable->reset(); in updateExecutable()
506 mState.updateExecutableTextures(); in updateExecutable()
518 if (mState.mIsLinked) in link()
528 InfoLog &infoLog = mState.mExecutable->getInfoLog(); in link()
556 tfProgram = mState.mPrograms[ShaderType::Vertex]; in link()
562 if (!mState.mExecutable->linkMergedVaryings(context, *this, mergedVaryings, in link()
572 mState.mIsLinked = true; in link()
608 Program *vertexProgram = mState.mPrograms[ShaderType::Vertex]; in linkVaryings()
609 Program *fragmentProgram = mState.mPrograms[ShaderType::Fragment]; in linkVaryings()
626 mState.mValid = true; in validate()
627 InfoLog &infoLog = mState.mExecutable->getInfoLog(); in validate()
630 for (const ShaderType shaderType : mState.mExecutable->getLinkedShaderStages()) in validate()
632 Program *shaderProgram = mState.mPrograms[shaderType]; in validate()
640 mState.mValid = false; in validate()
646 mState.mValid = false; in validate()
656 mState.mValid = false; in validate()
658 for (const ShaderType shaderType : mState.mExecutable->getLinkedShaderStages()) in validate()
660 Program *shaderProgram = mState.mPrograms[shaderType]; in validate()
677 mState.mIsLinked = false; in onSubjectStateChange()
678 mState.mExecutable->mActiveSamplerRefCounts.fill(0); in onSubjectStateChange()
679 mState.updateExecutableTextures(); in onSubjectStateChange()
682 mState.mIsLinked = false; in onSubjectStateChange()
696 const Program *program = mState.mPrograms[shaderType]; in getAttachedShader()