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Searched refs:outInputs (Results 1 – 16 of 16) sorted by relevance

/external/skia/src/gpu/vk/
DGrVkUtil.cpp96 SkSL::Program::Inputs* outInputs) { in GrCompileVkShaderModule() argument
106 *outInputs = program->fInputs; in GrCompileVkShaderModule()
DGrVkPipelineStateBuilder.cpp80 SkSL::Program::Inputs* outInputs) { in createVkShaderModule() argument
82 stageInfo, settings, outSPIRV, outInputs)) { in createVkShaderModule()
85 if (outInputs->fRTHeight) { in createVkShaderModule()
DGrVkPipelineStateBuilder.h66 SkSL::Program::Inputs* outInputs);
DGrVkUtil.h136 SkSL::Program::Inputs* outInputs);
/external/skqp/src/gpu/vk/
DGrVkPipelineStateBuilder.cpp73 SkSL::Program::Inputs* outInputs) { in createVkShaderModule() argument
83 stageInfo, settings, outSPIRV, outInputs)) { in createVkShaderModule()
86 if (outInputs->fRTHeight) { in createVkShaderModule()
89 if (outInputs->fFlipY) { in createVkShaderModule()
DGrVkUtil.cpp201 SkSL::Program::Inputs* outInputs) { in GrCompileVkShaderModule() argument
210 *outInputs = program->fInputs; in GrCompileVkShaderModule()
DGrVkUtil.h54 SkSL::Program::Inputs* outInputs);
DGrVkPipelineStateBuilder.h114 SkSL::Program::Inputs* outInputs);
/external/skqp/src/gpu/mtl/
DGrMtlUtil.h58 SkSL::Program::Inputs* outInputs);
DGrMtlUtil.mm188 SkSL::Program::Inputs* outInputs) {
199 *outInputs = program->fInputs;
/external/skia/src/gpu/d3d/
DGrD3DPipelineStateBuilder.h58 SkSL::Program::Inputs* outInputs,
DGrD3DPipelineStateBuilder.cpp145 SkSL::Program::Inputs* outInputs, in compileD3DProgram() argument
161 *outInputs = program->fInputs; in compileD3DProgram()
/external/skia/src/gpu/mtl/
DGrMtlUtil.h76 SkSL::Program::Inputs* outInputs,
DGrMtlUtil.mm62 SkSL::Program::Inputs* outInputs,
91 *outInputs = program->fInputs;
/external/skqp/src/gpu/gl/builders/
DGrGLProgramBuilder.h68 SkSL::Program::Inputs* outInputs);
DGrGLProgramBuilder.cpp117 SkSL::Program::Inputs* outInputs) { in compileAndAttachShaders() argument
125 *outInputs = program->fInputs; in compileAndAttachShaders()
132 *outInputs); in compileAndAttachShaders()