Searched refs:shaders_ (Results 1 – 13 of 13) sorted by relevance
67 shaders_[ToString(type)].push_back(func()); in Registry()70 shaders_[ToString(operation_type)].push_back( in Registry()121 RegisterCustomOps(&shaders_); in Registry()129 auto it = shaders_.find(ctx.op_type); in GenerateCode()130 if (it == shaders_.end()) { in GenerateCode()147 shaders_; member in tflite::gpu::gl::__anonda2e7c630111::Registry
33 shaders_);
98 shaders_.push_back(std::move(shader)); in AddShader()99 name_to_shader_[shaders_.back()->GetName()] = shaders_.back().get(); in AddShader()111 return shaders_; in GetShaders()266 std::vector<std::unique_ptr<Shader>> shaders_; variable
71 clone->shaders_ = shaders_; in Clone()103 for (auto& info : shaders_) { in AddShader()113 shaders_.emplace_back(shader, shader_type); in AddShader()130 for (auto& info : shaders_) { in SetShaderOptimizations()147 for (auto& info : shaders_) { in SetShaderCompileOptions()166 for (auto& info : shaders_) { in SetShaderRequiredSubgroupSize()209 for (auto& info : shaders_) { in SetShaderVaryingSubgroupSize()226 for (auto& info : shaders_) { in SetShaderRequireFullSubgroups()245 for (auto& info : shaders_) { in SetShaderEntryPoint()263 for (auto& info : shaders_) { in SetShaderType()[all …]
253 std::vector<ShaderInfo>& GetShaders() { return shaders_; } in GetShaders()255 const std::vector<ShaderInfo>& GetShaders() const { return shaders_; } in GetShaders()259 for (const auto& info : shaders_) { in GetShader()432 std::vector<ShaderInfo> shaders_; variable
28 for (const auto& shader : shaders_) { in GetShaderInfo()
236 shaders_.push_back(std::move(shader)); in AddFullShader()265 RETURN_IF_ERROR(runtime->AddProgram(shaders_[program.shader_idx], in NewRun()311 std::vector<std::string> full_shaders(shaders_.size()); in Serialize()366 std::vector<GlShader> shaders_; member in tflite::gpu::gl::__anone3705d010111::CompiledModelImpl
59 std::vector<flatbuffers::Offset<flatbuffers::String>> shaders_;
322 shaders_.push_back(builder_.CreateString(shader_src)); in AddShader()380 auto shaders = builder_.CreateVector(shaders_); in Finalize()
84 for (auto shader : shaders_) { in ~EngineVulkan()297 if (shaders_.find(shader_name) != shaders_.end()) { in SetShader()298 shader_module = shaders_[shader_name]; in SetShader()311 shaders_[shader_name] = shader_module; in SetShader()
97 std::map<std::string, VkShaderModule> shaders_; variable
137 VulkanProgram (const std::vector<VulkanShader>& shaders_);
187 VulkanProgram::VulkanProgram(const std::vector<VulkanShader>& shaders_) in VulkanProgram() argument188 : shaders(shaders_) in VulkanProgram()