Searched refs:ShaderD3D (Results 1 – 10 of 10) sorted by relevance
/external/angle/src/libANGLE/renderer/d3d/ |
D | ShaderD3D.cpp | 90 ShaderD3D::ShaderD3D(const gl::ShaderState &state, in ShaderD3D() function in rx::ShaderD3D 138 ShaderD3D::~ShaderD3D() {} in ~ShaderD3D() 140 std::string ShaderD3D::getDebugInfo() const in getDebugInfo() 152 void ShaderD3D::uncompile() in uncompile() 178 void ShaderD3D::generateWorkarounds(angle::CompilerWorkaroundsD3D *workarounds) const in generateWorkarounds() 204 unsigned int ShaderD3D::getUniformRegister(const std::string &uniformName) const in getUniformRegister() 210 unsigned int ShaderD3D::getUniformBlockRegister(const std::string &blockName) const in getUniformBlockRegister() 216 bool ShaderD3D::shouldUniformBlockUseStructuredBuffer(const std::string &blockName) const in shouldUniformBlockUseStructuredBuffer() 222 unsigned int ShaderD3D::getShaderStorageBlockRegister(const std::string &blockName) const in getShaderStorageBlockRegister() 228 ShShaderOutput ShaderD3D::getCompilerOutputType() const in getCompilerOutputType() [all …]
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D | ShaderD3D.h | 33 class ShaderD3D : public ShaderImpl 36 ShaderD3D(const gl::ShaderState &state, 39 ~ShaderD3D() override;
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D | ProgramD3D.cpp | 402 const gl::ShaderMap<const ShaderD3D *> &attachedShaders, in ProgramD3DMetadata() 423 const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; in usesBroadcast() 430 const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; in usesSecondaryColor() 436 const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; in usesFragDepth() 442 const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; in usesPointCoord() 448 const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; in usesFragCoord() 454 const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex]; in usesPointSize() 471 const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex]; in hasANGLEMultiviewEnabled() 477 const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Vertex]; in usesVertexID() 483 const rx::ShaderD3D *shader = mAttachedShaders[gl::ShaderType::Fragment]; in usesViewID() [all …]
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D | DynamicImage2DHLSL.cpp | 829 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shaderGL); in OutputHLSLImage2DUniformGroup() 896 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shaderGL); in generateShaderForImage2DBindSignature()
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D | ProgramD3D.h | 142 const gl::ShaderMap<const ShaderD3D *> &attachedShaders, 164 const ShaderD3D *getFragmentShader() const; 172 const gl::ShaderMap<const ShaderD3D *> mAttachedShaders;
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D | DynamicHLSL.h | 40 class ShaderD3D; variable
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D | BUILD.gn | 48 "ShaderD3D.cpp", 49 "ShaderD3D.h",
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D | DynamicHLSL.cpp | 485 const ShaderD3D *fragmentShader = nullptr; in generateShaderLinkHLSL() 488 fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL); in generateShaderLinkHLSL() 1262 const ShaderD3D *fragmentShader = metadata.getFragmentShader(); in getPixelShaderOutputKey()
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/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | Context9.cpp | 55 return new ShaderD3D(data, mRenderer->getFeatures(), mRenderer->getNativeExtensions()); in createShader()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | Context11.cpp | 147 return new ShaderD3D(data, mRenderer->getFeatures(), mRenderer->getNativeExtensions()); in createShader()
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