Searched refs:mFragmentShader (Results 1 – 6 of 6) sorted by relevance
196 mFragmentShader = CompileShader(GL_FRAGMENT_SHADER, in compile()198 return (mVertexShader != 0 && mFragmentShader != 0); in compile()207 glGetShaderiv(mFragmentShader, GL_COMPLETION_STATUS_KHR, &status); in isCompileCompleted()216 if (checkShader(mVertexShader) && checkShader(mFragmentShader)) in link()220 glAttachShader(mProgram, mFragmentShader); in link()224 glDeleteShader(mFragmentShader); in link()250 GLuint mFragmentShader; member in __anon09bac4790111::ParallelShaderCompileTest::ClearColorWithDraw
362 mFragmentShader(0), in DisplayGbm()674 mFragmentShader = makeShader(GL_FRAGMENT_SHADER, fragmentSource); in drawWithTexture()677 gl->attachShader(mProgram, mFragmentShader); in drawWithTexture()846 gl->deleteShader(mFragmentShader); in terminate()
174 GLuint mFragmentShader; variable
457 id<MTLFunction> getFragmentShader() { return mFragmentShader; }468 AutoObjCPtr<id<MTLFunction>> mFragmentShader;
882 mFragmentShader.retainAssign(shader);991 fragShader = mFragmentShader;1052 mFragmentShader = nil;
1809 mFragmentShader(fragmentShader)1849 mFragmentShader->appendDebugInfo(defaultPixelExecutable->getDebugInfo()); in wait()1898 const ShaderD3D *mFragmentShader; member in rx::ProgramD3D::GraphicsProgramLinkEvent