Searched refs:vertexExecutable (Results 1 – 2 of 2) sorted by relevance
238 const ProgramExecutable &vertexExecutable = vertexProgram->getExecutable(); in updateExecutableAttributes() local239 mState.mExecutable->mActiveAttribLocationsMask = vertexExecutable.mActiveAttribLocationsMask; in updateExecutableAttributes()240 mState.mExecutable->mMaxActiveAttribLocation = vertexExecutable.mMaxActiveAttribLocation; in updateExecutableAttributes()241 mState.mExecutable->mAttributesTypeMask = vertexExecutable.mAttributesTypeMask; in updateExecutableAttributes()242 mState.mExecutable->mAttributesMask = vertexExecutable.mAttributesMask; in updateExecutableAttributes()243 mState.mExecutable->mProgramInputs = vertexExecutable.mProgramInputs; in updateExecutableAttributes()604 ProgramExecutable &vertexExecutable = vertexProgram->getExecutable(); in linkVaryings() local607 vertexExecutable.getLinkedOutputVaryings(ShaderType::Vertex), in linkVaryings()609 ShaderType::Fragment, vertexExecutable.getLinkedShaderVersion(ShaderType::Vertex), in linkVaryings()
1449 VertexExecutable *vertexExecutable = mVertexExecutables[vertexExecutableIndex].get(); in save() local1451 const gl::InputLayout &inputLayout = vertexExecutable->inputs(); in save()1459 size_t vertexShaderSize = vertexExecutable->shaderExecutable()->getLength(); in save()1462 const uint8_t *vertexBlob = vertexExecutable->shaderExecutable()->getFunction(); in save()1595 ShaderExecutableD3D *vertexExecutable = nullptr; in getVertexExecutableForCachedInputLayout() local1603 mShaderWorkarounds[gl::ShaderType::Vertex], &vertexExecutable)); in getVertexExecutableForCachedInputLayout()1605 if (vertexExecutable) in getVertexExecutableForCachedInputLayout()1608 new VertexExecutable(mCachedInputLayout, mCachedVertexSignature, vertexExecutable))); in getVertexExecutableForCachedInputLayout()1617 *outExectuable = vertexExecutable; in getVertexExecutableForCachedInputLayout()