Searched defs:wind (Results 1 – 11 of 11) sorted by relevance
59 GrShaderVar wind("wind", kHalf_GrSLType); in emitGeometryShader() local133 const GrShaderVar& wind, const char* emitVertexFn) const override { in onEmitGeometryShader() argument227 const GrShaderVar& wind, const char* emitVertexFn) const override { in onEmitGeometryShader() argument296 const GrShaderVar& wind, const char* emitVertexFn) const override { in onEmitGeometryShader() argument
13 void GrCCConicShader::emitSetupCode(GrGLSLVertexGeoBuilder* s, const char* pts, const char* wind, in emitSetupCode()
14 const char* wind, const char** outHull4) const { in emitSetupCode() argument
17 const char* wind, const char** /*outHull4*/) const { in emitSetupCode()
190 float wind = ax*by - ay*bx; in tessellateFan() local
291 int wind = 0; in sortableTop() local
500 bool SkPathOpsDebug::ValidWind(int wind) { in ValidWind()504 void SkPathOpsDebug::WindingPrintf(int wind) { in WindingPrintf()1351 int wind = 0; in debugValidate() local
292 int wind = 0; in sortableTop() local
500 bool SkPathOpsDebug::ValidWind(int wind) { in ValidWind()504 void SkPathOpsDebug::WindingPrintf(int wind) { in WindingPrintf()1328 int wind = 0; in debugValidate() local
46 bool SkPathOpsDebug::ValidWind(int wind) { in ValidWind()50 void SkPathOpsDebug::WindingPrintf(int wind) { in WindingPrintf()