Searched refs:kGeometry_GrShaderFlag (Results 1 – 11 of 11) sorted by relevance
215 kGeometry_GrShaderFlag == visibility || in internalAddUniformArray()216 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == visibility || in internalAddUniformArray()242 uint32_t geomStages = kVertex_GrShaderFlag | kGeometry_GrShaderFlag; in internalAddUniformArray()303 kGeometry_GrShaderFlag == visibility || in appendUniformDecls()321 kGeometry_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()322 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) { in appendUniformDecls()358 } else if (kGeometry_GrShaderFlag == visibility) { in appendUniformDecls()
22 geomStages |= kGeometry_GrShaderFlag; in CreateUniformManager()180 if (visibility & kGeometry_GrShaderFlag) { in visibility_to_vk_stage_flags()
61 v.fVisibility |= kGeometry_GrShaderFlag; in addVarying()113 if (v.fVisibility & kGeometry_GrShaderFlag) { in finalize()121 if (v.fVisibility & kGeometry_GrShaderFlag) { in finalize()
49 if (shaders & kGeometry_GrShaderFlag) { in addFeature()84 rtAdjustVisibility = kGeometry_GrShaderFlag; in emitAndInstallPrimProc()375 fGS.finalize(kGeometry_GrShaderFlag); in finalizeShaders()
60 v.fVisibility |= kGeometry_GrShaderFlag; in addVarying()110 if (v.fVisibility & kGeometry_GrShaderFlag) { in finalize()117 if (v.fVisibility & kGeometry_GrShaderFlag) { in finalize()
46 if (shaders & kGeometry_GrShaderFlag) { in addFeature()87 rtAdjustVisibility = kGeometry_GrShaderFlag; in emitAndInstallPrimProc()358 fGS.finalize(kGeometry_GrShaderFlag); in finalizeShaders()
207 kGeometry_GrShaderFlag == visibility ||208 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == visibility ||234 uint32_t geomStages = kVertex_GrShaderFlag | kGeometry_GrShaderFlag;284 kGeometry_GrShaderFlag == visibility ||302 kGeometry_GrShaderFlag == localUniform.fVisibility ||303 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) {339 } else if (kGeometry_GrShaderFlag == visibility) {
176 return fShaders & kGeometry_GrShaderFlag; in willUseGeoShader()240 void setWillUseGeoShader() { fShaders |= kGeometry_GrShaderFlag; } in setWillUseGeoShader()
23 stages |= kGeometry_GrShaderFlag; in CreateUniformManager()61 if (visibility & kGeometry_GrShaderFlag) { in visibility_to_vk_stage_flags()
413 kGeometry_GrShaderFlag = 1 << kGeometry_GrShaderType, enumerator
368 kGeometry_GrShaderFlag = 1 << 3, enumerator