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Searched refs:RangeUI (Results 1 – 11 of 11) sorted by relevance

/external/angle/src/libANGLE/
DProgramExecutable.h233 const RangeUI &getDefaultUniformRange() const { return mDefaultUniformRange; } in getDefaultUniformRange()
234 const RangeUI &getSamplerUniformRange() const { return mSamplerUniformRange; } in getSamplerUniformRange()
235 const RangeUI &getImageUniformRange() const { return mImageUniformRange; } in getImageUniformRange()
236 const RangeUI &getAtomicCounterUniformRange() const { return mAtomicCounterUniformRange; } in getAtomicCounterUniformRange()
237 const RangeUI &getFragmentInoutRange() const { return mFragmentInoutRange; } in getFragmentInoutRange()
468 RangeUI mDefaultUniformRange;
469 RangeUI mSamplerUniformRange;
470 RangeUI mImageUniformRange;
471 RangeUI mAtomicCounterUniformRange;
480 RangeUI mFragmentInoutRange;
DProgramExecutable.cpp153 RangeUI AddUniforms(const ShaderMap<Program *> &programs, in AddUniforms()
156 const std::function<RangeUI(const ProgramState &)> &getRange) in AddUniforms()
163 const RangeUI uniformRange = getRange(programState); in AddUniforms()
168 return RangeUI(startRange, static_cast<unsigned int>(outputUniforms.size())); in AddUniforms()
294 mDefaultUniformRange = RangeUI(0, 0); in reset()
295 mSamplerUniformRange = RangeUI(0, 0); in reset()
296 mImageUniformRange = RangeUI(0, 0); in reset()
297 mAtomicCounterUniformRange = RangeUI(0, 0); in reset()
299 mFragmentInoutRange = RangeUI(0, 0); in reset()
332 mFragmentInoutRange = RangeUI(fragmentInoutRangeLow, fragmentInoutRangeHigh); in load()
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DProgram.h283 const RangeUI &getDefaultUniformRange() const { return mExecutable->getDefaultUniformRange(); } in getDefaultUniformRange()
284 const RangeUI &getSamplerUniformRange() const { return mExecutable->getSamplerUniformRange(); } in getSamplerUniformRange()
285 const RangeUI &getImageUniformRange() const { return mExecutable->getImageUniformRange(); } in getImageUniformRange()
286 const RangeUI &getAtomicCounterUniformRange() const in getAtomicCounterUniformRange()
290 const RangeUI &getFragmentInoutRange() const { return mExecutable->getFragmentInoutRange(); } in getFragmentInoutRange()
/external/angle/src/libANGLE/renderer/d3d/
DProgramD3D.h200 gl::RangeUI getUsedSamplerRange(gl::ShaderType type) const;
214 gl::RangeUI getUsedImageRange(gl::ShaderType type, bool readonly) const;
482 gl::RangeUI *outUsedRange);
491 gl::RangeUI *outUsedRange);
572 gl::ShaderMap<gl::RangeUI> mUsedShaderSamplerRanges;
577 gl::ShaderMap<gl::RangeUI> mUsedImageRange;
578 gl::ShaderMap<gl::RangeUI> mUsedReadonlyImageRange;
579 gl::ShaderMap<gl::RangeUI> mUsedAtomicCounterRange;
DProgramD3D.cpp806 gl::RangeUI ProgramD3D::getUsedSamplerRange(gl::ShaderType type) const in getUsedSamplerRange()
880 gl::RangeUI ProgramD3D::getUsedImageRange(gl::ShaderType type, bool readonly) const in getUsedImageRange()
1006 mUsedShaderSamplerRanges[shaderType] = gl::RangeUI(samplerRangeLow, samplerRangeHigh); in load()
1034 mUsedImageRange[shaderType] = gl::RangeUI(imageRangeLow, imageRangeHigh); in load()
1036 gl::RangeUI(readonlyImageRangeLow, readonlyImageRangeHigh); in load()
1042 gl::RangeUI(atomicCounterRangeLow, atomicCounterRangeHigh); in load()
2662 gl::RangeUI(mUsedShaderSamplerRanges[shaderType].high(), in defineUniformsAndAssignRegisters()
2665 mUsedImageRange[shaderType] = gl::RangeUI(mUsedAtomicCounterRange[shaderType].high(), in defineUniformsAndAssignRegisters()
2902 gl::RangeUI *outUsedRange) in AssignSamplers()
3016 gl::RangeUI *outUsedRange) in AssignImages()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DStateManager11.cpp55 gl::RangeUI(mipMin, mipMax) in ImageIndexConflictsWithSRV()
56 .intersects(gl::RangeUI(desc.Texture2D.MostDetailedMip, maxSrvMip)); in ImageIndexConflictsWithSRV()
126 (mipLevel == mipSlice && gl::RangeUI(firstArraySlice, lastArraySlice) in ImageIndexConflictsWithUAV()
139 gl::RangeUI(firstWSlice, lastWSlice).contains(static_cast<UINT>(layerIndex))); in ImageIndexConflictsWithUAV()
1612 mDirtyVertexBufferRange = gl::RangeUI(0, limit); in invalidateVertexBuffer()
2203 mDirtyVertexBufferRange = gl::RangeUI(gl::MAX_VERTEX_ATTRIBS, 0); in applyVertexBufferChanges()
2822 const gl::RangeUI samplerRange = mProgramD3D->getUsedSamplerRange(shaderType); in applyTexturesForSRVs()
2858 const gl::RangeUI readonlyImageRange = mProgramD3D->getUsedImageRange(shaderType, true); in applyTexturesForSRVs()
2884 const gl::RangeUI imageRange = mProgramD3D->getUsedImageRange(shaderType, false); in getUAVsForRWImages()
3388 const gl::RangeUI samplerRange = mProgramD3D->getUsedSamplerRange(type); in generateSwizzlesForShader()
DStateManager11.h610 gl::RangeUI mDirtyVertexBufferRange;
DRenderer11.cpp4483 gl::RangeUI imageRange = programD3D->getUsedImageRange(gl::ShaderType::Compute, false); in markTypedBufferUsage()
/external/angle/src/common/
Dmathutil.h789 typedef Range<unsigned int> RangeUI; typedef
/external/angle/src/libANGLE/renderer/vulkan/
Dspv_utils.cpp771 const gl::RangeUI &imageUniformRange = programExecutable.getImageUniformRange(); in AssignImageBindings()
826 const gl::RangeUI &samplerUniformRange = programExecutable.getSamplerUniformRange(); in AssignTextureBindings()
/external/angle/src/libANGLE/renderer/d3d/d3d9/
DRenderer9.cpp3273 const gl::RangeUI samplerRange = programD3D->getUsedSamplerRange(shaderType); in applyTextures()