Searched refs:mAttachedShaders (Results 1 – 4 of 4) sorted by relevance
1181 mAttachedShaders{}, in ProgramState()1211 return mAttachedShaders[shaderType]; in getAttachedShader()1284 for (const Shader *shader : mAttachedShaders) in hasAttachedShader()1318 if (mAttachedShaders[ShaderType::Geometry]) in getAttachedTransformFeedbackStage()1322 if (mAttachedShaders[ShaderType::TessEvaluation]) in getAttachedTransformFeedbackStage()1354 if (mState.mAttachedShaders[shaderType]) in onDestroy()1356 mState.mAttachedShaders[shaderType]->release(context); in onDestroy()1357 mState.mAttachedShaders[shaderType] = nullptr; in onDestroy()1391 mState.mAttachedShaders[shaderType] = shader; in attachShader()1392 mState.mAttachedShaders[shaderType]->addRef(); in attachShader()[all …]
227 const gl::ShaderMap<Shader *> &getAttachedShaders() const { return mAttachedShaders; } in getAttachedShaders()385 ShaderMap<Shader *> mAttachedShaders; variable
410 mAttachedShaders(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 …]
172 const gl::ShaderMap<const ShaderD3D *> mAttachedShaders; variable