/external/angle/src/libANGLE/renderer/d3d/ |
D | DynamicImage2DHLSL.h | 19 ProgramD3D &programD3D, 27 ProgramD3D &programD3D, in GenerateComputeShaderForImage2DBindSignature() argument 32 return generateShaderForImage2DBindSignature(context, programD3D, programData, in GenerateComputeShaderForImage2DBindSignature()
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D | DynamicImage2DHLSL.cpp | 699 void OutputHLSLImage2DUniformGroup(ProgramD3D &programD3D, in OutputHLSLImage2DUniformGroup() argument 720 if (!programD3D.hasNamedUniform(uniform.name)) in OutputHLSLImage2DUniformGroup() 781 if (!programD3D.hasNamedUniform(uniform.name)) in OutputHLSLImage2DUniformGroup() 799 programD3D.assignImage2DRegisters(texture2DRegisterIndex, in OutputHLSLImage2DUniformGroup() 807 programD3D.assignImage2DRegisters(texture3DRegisterIndex, in OutputHLSLImage2DUniformGroup() 816 programD3D.assignImage2DRegisters(texture2DArrayRegisterIndex, in OutputHLSLImage2DUniformGroup() 830 const bool getDimensionsIgnoresBaseLevel = programD3D.usesGetDimensionsIgnoresBaseLevel(); in OutputHLSLImage2DUniformGroup() 856 ProgramD3D &programD3D, in generateShaderForImage2DBindSignature() argument 906 OutputHLSLImage2DUniformGroup(programD3D, programData, shaderType, out, in generateShaderForImage2DBindSignature()
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D | RendererD3D.cpp | 160 bool InstancedPointSpritesActive(ProgramD3D *programD3D, gl::PrimitiveMode mode) in InstancedPointSpritesActive() argument 162 return programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation() && in InstancedPointSpritesActive()
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D | DynamicHLSL.h | 159 ProgramD3D &programD3D,
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D | DynamicHLSL.cpp | 358 ProgramD3D &programD3D, in generateComputeShaderForImage2DBindSignature() argument 371 return GenerateComputeShaderForImage2DBindSignature(context, programD3D, programData, in generateComputeShaderForImage2DBindSignature()
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D | RendererD3D.h | 455 bool InstancedPointSpritesActive(ProgramD3D *programD3D, gl::PrimitiveMode mode);
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | InputLayoutCache.cpp | 126 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); in getInputLayout() local 128 programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation(); in getInputLayout() 149 const auto &locationToSemantic = programD3D->getAttribLocationToD3DSemantics(); in getInputLayout() 203 ProgramD3D *programD3D = renderer->getStateManager()->getProgramD3D(); in createInputLayout() local 207 programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation(); in createInputLayout() 294 ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(context11, &shader, nullptr)); in createInputLayout()
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D | Context11.cpp | 57 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(context->getState().getProgram()); in DrawCallHasStreamingVertexArrays() local 58 if (InstancedPointSpritesActive(programD3D, mode)) in DrawCallHasStreamingVertexArrays() 852 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); in triggerDrawCallProgramRecompilation() local 854 programD3D->updateCachedInputLayout(va11->getCurrentStateSerial(), glState); in triggerDrawCallProgramRecompilation() 855 programD3D->updateCachedOutputLayout(context, drawFBO); in triggerDrawCallProgramRecompilation() 857 bool recompileVS = !programD3D->hasVertexExecutableForCachedInputLayout(); in triggerDrawCallProgramRecompilation() 858 bool recompileGS = !programD3D->hasGeometryExecutableForPrimitiveType(glState, drawMode); in triggerDrawCallProgramRecompilation() 859 bool recompilePS = !programD3D->hasPixelExecutableForCachedOutputLayout(); in triggerDrawCallProgramRecompilation() 874 ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(this, &vertexExe, &infoLog)); in triggerDrawCallProgramRecompilation() 875 if (!programD3D->hasVertexExecutableForCachedInputLayout()) in triggerDrawCallProgramRecompilation() [all …]
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D | StateManager11.cpp | 188 void SortAttributesByLayout(const ProgramD3D &programD3D, in SortAttributesByLayout() argument 196 const AttribIndexArray &locationToSemantic = programD3D.getAttribLocationToD3DSemantics(); in SortAttributesByLayout() 197 const gl::ProgramExecutable &executable = programD3D.getState().getExecutable(); in SortAttributesByLayout() 595 const ProgramD3D &programD3D, in updateBuffer() argument 600 const int numSamplers = programD3D.getUsedSamplerRange(shaderType).length(); in updateBuffer() 601 const int numReadonlyImages = programD3D.getUsedImageRange(shaderType, true).length(); in updateBuffer() 602 const int numImages = programD3D.getUsedImageRange(shaderType, false).length(); in updateBuffer() 3471 ProgramD3D *programD3D) in applyComputeUniforms() argument 3474 GetAs<UniformStorage11>(programD3D->getShaderUniformStorage(gl::ShaderType::Compute)); in applyComputeUniforms() 3483 programD3D->areShaderUniformsDirty(gl::ShaderType::Compute)) in applyComputeUniforms() [all …]
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D | Renderer11.cpp | 1687 ProgramD3D *programD3D = mStateManager.getProgramD3D(); in drawWithGeometryShaderAndTransformFeedback() local 1705 ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(context11, &pixelExe, nullptr)); in drawWithGeometryShaderAndTransformFeedback() 1717 ANGLE_TRY(programD3D->getGeometryExecutableForPrimitiveType(context11, glState, mode, in drawWithGeometryShaderAndTransformFeedback() 1746 ProgramD3D *programD3D = mStateManager.getProgramD3D(); in drawArrays() local 1747 GLsizei adjustedInstanceCount = GetAdjustedInstanceCount(programD3D, instanceCount); in drawArrays() 1757 if (programD3D->usesGeometryShader(glState, mode)) in drawArrays() 1776 ASSERT(programD3D->getState().usesMultiview() == false); in drawArrays() 1845 const ProgramD3D *programD3D = mStateManager.getProgramD3D(); in drawElements() local 1846 GLsizei adjustedInstanceCount = GetAdjustedInstanceCount(programD3D, instanceCount); in drawElements() 1860 if (mode != gl::PrimitiveMode::Points || !programD3D->usesInstancedPointSpriteEmulation()) in drawElements() [all …]
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D | StateManager11.h | 60 const ProgramD3D &programD3D, 280 angle::Result applyComputeUniforms(const gl::Context *context, ProgramD3D *programD3D);
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/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | Renderer9.cpp | 1751 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(state.getProgram()); in applyShaders() local 1753 programD3D->updateCachedInputLayout(vao->getCurrentStateSerial(), state); in applyShaders() 1756 ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(contextD3D, &vertexExe, nullptr)); in applyShaders() 1759 programD3D->updateCachedOutputLayout(context, drawFramebuffer); in applyShaders() 1762 ANGLE_TRY(programD3D->getPixelExecutableForCachedOutputLayout(contextD3D, &pixelExe, nullptr)); in applyShaders() 1786 unsigned int programSerial = programD3D->getSerial(); in applyShaders() 1789 programD3D->dirtyAllUniforms(); in applyShaders() 1794 applyUniforms(programD3D); in applyShaders() 1802 void Renderer9::applyUniforms(ProgramD3D *programD3D) in applyUniforms() argument 1805 if (!programD3D->anyShaderUniformsDirty()) in applyUniforms() [all …]
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D | VertexDeclarationCache.cpp | 110 ProgramD3D *programD3D = GetImplAs<ProgramD3D>(program); in applyDeclaration() local 111 const auto &semanticIndexes = programD3D->getAttribLocationToD3DSemantics(); in applyDeclaration()
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D | Renderer9.h | 132 void applyUniforms(ProgramD3D *programD3D);
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