Searched refs:mLinkedGraphicsShaderStages (Results 1 – 2 of 2) sorted by relevance
130 mLinkedGraphicsShaderStages.reset(); in resetLinkedShaderStages()134 return isCompute() ? mLinkedComputeShaderStages : mLinkedGraphicsShaderStages; in getLinkedShaderStages()144 mLinkedGraphicsShaderStages.set(shaderType); in setLinkedShaderStages()153 : mLinkedGraphicsShaderStages[shaderType]; in hasLinkedShaderStage()158 : mLinkedGraphicsShaderStages.count(); in getLinkedShaderStageCount()162 return mLinkedGraphicsShaderStages[ShaderType::TessControl] || in hasLinkedTessellationShader()163 mLinkedGraphicsShaderStages[ShaderType::TessEvaluation]; in hasLinkedTessellationShader()398 ShaderBitSet mLinkedGraphicsShaderStages; variable
106 : mLinkedGraphicsShaderStages(other.mLinkedGraphicsShaderStages), in ProgramExecutable()228 mLinkedGraphicsShaderStages = ShaderBitSet(stream->readInt<uint8_t>()); in load()422 for (ShaderType shaderType : mLinkedGraphicsShaderStages) in load()465 stream->writeInt(mLinkedGraphicsShaderStages.bits()); in save()603 for (ShaderType shaderType : mLinkedGraphicsShaderStages) in save()871 return GetLastPreFragmentStage(mLinkedGraphicsShaderStages); in getLinkedTransformFeedbackStage()