Lines Matching refs:localUniform
319 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local
320 if (kVertex_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()
321 kGeometry_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()
322 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) { in appendUniformDecls()
326 SkASSERT(0 == localUniform.fUBOffset); in appendUniformDecls()
330 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility); in appendUniformDecls()
334 SkASSERT(0 == localUniform.fUBOffset); in appendUniformDecls()
343 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local
344 if (visibility & localUniform.fVisibility) { in appendUniformDecls()
345 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { in appendUniformDecls()
346 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString); in appendUniformDecls()