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Searched refs:ShaderD3D (Results 1 – 10 of 10) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/
DShaderD3D.cpp90 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()
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DShaderD3D.h33 class ShaderD3D : public ShaderImpl
36 ShaderD3D(const gl::ShaderState &state,
39 ~ShaderD3D() override;
DProgramD3D.cpp402 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()
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DDynamicImage2DHLSL.cpp829 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shaderGL); in OutputHLSLImage2DUniformGroup()
896 const ShaderD3D *shaderD3D = GetImplAs<ShaderD3D>(shaderGL); in generateShaderForImage2DBindSignature()
DProgramD3D.h142 const gl::ShaderMap<const ShaderD3D *> &attachedShaders,
164 const ShaderD3D *getFragmentShader() const;
172 const gl::ShaderMap<const ShaderD3D *> mAttachedShaders;
DDynamicHLSL.h40 class ShaderD3D; variable
DBUILD.gn48 "ShaderD3D.cpp",
49 "ShaderD3D.h",
DDynamicHLSL.cpp485 const ShaderD3D *fragmentShader = nullptr; in generateShaderLinkHLSL()
488 fragmentShader = GetImplAs<ShaderD3D>(fragmentShaderGL); in generateShaderLinkHLSL()
1262 const ShaderD3D *fragmentShader = metadata.getFragmentShader(); in getPixelShaderOutputKey()
/external/angle/src/libANGLE/renderer/d3d/d3d9/
DContext9.cpp55 return new ShaderD3D(data, mRenderer->getFeatures(), mRenderer->getNativeExtensions()); in createShader()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DContext11.cpp147 return new ShaderD3D(data, mRenderer->getFeatures(), mRenderer->getNativeExtensions()); in createShader()