Searched refs:localUniform (Results 1 – 4 of 4) sorted by relevance
319 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local320 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() local344 if (visibility & localUniform.fVisibility) { in appendUniformDecls()345 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { in appendUniformDecls()[all …]
346 for (const VkUniformInfo& localUniform : fUniforms.items()) { in appendUniformDecls() local350 SkASSERT(0 == localUniform.fOffsets[kStd140Layout] && in appendUniformDecls()351 0 == localUniform.fOffsets[kStd430Layout]); in appendUniformDecls()362 for (const VkUniformInfo& localUniform : fUniforms.items()) { in appendUniformDecls() local363 if (visibility & localUniform.fVisibility) { in appendUniformDecls()364 if (GrSLTypeCanBeUniformValue(localUniform.fVariable.getType())) { in appendUniformDecls()366 uniformsString.appendf("layout(offset=%d) ", localUniform.fOffsets[layout]); in appendUniformDecls()367 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString); in appendUniformDecls()
300 const UniformInfo& localUniform = fUniforms[i];301 if (kVertex_GrShaderFlag == localUniform.fVisibility ||302 kGeometry_GrShaderFlag == localUniform.fVisibility ||303 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) {307 SkASSERT(0 == localUniform.fUBOffset);311 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility);315 SkASSERT(0 == localUniform.fUBOffset);324 const UniformInfo& localUniform = fUniforms[i];325 if (visibility & localUniform.fVisibility) {326 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {[all …]
298 for (const MtlUniformInfo& localUniform : fUniforms.items()) {302 SkASSERT(0 == localUniform.fUBOffset);309 for (const UniformInfo& localUniform : fUniforms.items()) {310 if (visibility & localUniform.fVisibility) {311 if (GrSLTypeCanBeUniformValue(localUniform.fVariable.getType())) {312 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);