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Searched refs:localUniform (Results 1 – 4 of 4) sorted by relevance

/external/skqp/src/gpu/vk/
DGrVkUniformHandler.cpp319 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local
320 if (kVertex_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()
321 kGeometry_GrShaderFlag == localUniform.fVisibility || in appendUniformDecls()
322 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) { in appendUniformDecls()
326 SkASSERT(0 == localUniform.fUBOffset); in appendUniformDecls()
330 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility); in appendUniformDecls()
334 SkASSERT(0 == localUniform.fUBOffset); in appendUniformDecls()
343 const UniformInfo& localUniform = fUniforms[i]; in appendUniformDecls() local
344 if (visibility & localUniform.fVisibility) { in appendUniformDecls()
345 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) { in appendUniformDecls()
[all …]
/external/skia/src/gpu/vk/
DGrVkUniformHandler.cpp346 for (const VkUniformInfo& localUniform : fUniforms.items()) { in appendUniformDecls() local
350 SkASSERT(0 == localUniform.fOffsets[kStd140Layout] && in appendUniformDecls()
351 0 == localUniform.fOffsets[kStd430Layout]); in appendUniformDecls()
362 for (const VkUniformInfo& localUniform : fUniforms.items()) { in appendUniformDecls() local
363 if (visibility & localUniform.fVisibility) { in appendUniformDecls()
364 if (GrSLTypeCanBeUniformValue(localUniform.fVariable.getType())) { in appendUniformDecls()
366 uniformsString.appendf("layout(offset=%d) ", localUniform.fOffsets[layout]); in appendUniformDecls()
367 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString); in appendUniformDecls()
/external/skqp/src/gpu/mtl/
DGrMtlUniformHandler.mm300 const UniformInfo& localUniform = fUniforms[i];
301 if (kVertex_GrShaderFlag == localUniform.fVisibility ||
302 kGeometry_GrShaderFlag == localUniform.fVisibility ||
303 (kVertex_GrShaderFlag | kGeometry_GrShaderFlag) == localUniform.fVisibility) {
307 SkASSERT(0 == localUniform.fUBOffset);
311 SkASSERT(kFragment_GrShaderFlag == localUniform.fVisibility);
315 SkASSERT(0 == localUniform.fUBOffset);
324 const UniformInfo& localUniform = fUniforms[i];
325 if (visibility & localUniform.fVisibility) {
326 if (GrSLTypeIsFloatType(localUniform.fVariable.getType())) {
[all …]
/external/skia/src/gpu/mtl/
DGrMtlUniformHandler.mm298 for (const MtlUniformInfo& localUniform : fUniforms.items()) {
302 SkASSERT(0 == localUniform.fUBOffset);
309 for (const UniformInfo& localUniform : fUniforms.items()) {
310 if (visibility & localUniform.fVisibility) {
311 if (GrSLTypeCanBeUniformValue(localUniform.fVariable.getType())) {
312 localUniform.fVariable.appendDecl(fProgramBuilder->shaderCaps(), &uniformsString);