Searched refs:reducedShaderMode (Results 1 – 8 of 8) sorted by relevance
280 if (matrix.isScaleTranslate() && !shaderCaps.reducedShaderMode()) { in SetTransform()314 if (matrix.isIdentity() && !shaderCaps.reducedShaderMode()) { in write_vertex_position()320 bool useCompactTransform = matrix.isScaleTranslate() && !shaderCaps.reducedShaderMode(); in write_vertex_position()
204 if (!caps.reducedShaderMode()) { in ComputeMatrixKey()
163 bool reducedShaderMode() const { return this->shaderCaps()->reducedShaderMode(); } in reducedShaderMode() function
90 bool reducedShaderMode() const { return fReducedShaderMode; } in reducedShaderMode() function
667 if ((this->alwaysAntialias() || this->caps()->reducedShaderMode()) && aa == GrAA::kYes) { in drawTexture()793 if ((fContext->priv().caps()->reducedShaderMode() || this->alwaysAntialias()) && in fillRectToRect()1085 this->caps()->reducedShaderMode(); in drawRRect()1393 this->caps()->reducedShaderMode(); in drawOval()
55 return caps.reducedShaderMode() ? LoopType::kVariableLength : LoopType::kFixedLength; in loop_type()179 bool alwaysUseShaderTileMode = caps.reducedShaderMode(); in Make()
180 !context->priv().caps()->reducedShaderMode() && // this mode always uses shader tiling in convolve_gaussian()541 !context->priv().caps()->reducedShaderMode()) { in GaussianBlur()
298 if (caps.reducedShaderMode()) { in finalize()