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Searched refs:mAttachedShaders (Results 1 – 4 of 4) sorted by relevance

/external/angle/src/libANGLE/
DProgram.cpp1181 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()
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DProgram.h227 const gl::ShaderMap<Shader *> &getAttachedShaders() const { return mAttachedShaders; } in getAttachedShaders()
385 ShaderMap<Shader *> mAttachedShaders; variable
/external/angle/src/libANGLE/renderer/d3d/
DProgramD3D.cpp410 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()
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DProgramD3D.h172 const gl::ShaderMap<const ShaderD3D *> mAttachedShaders; variable