Searched refs:useInstancedPointSpriteEmulation (Results 1 – 7 of 7) sorted by relevance
201 bool useInstancedPointSpriteEmulation = in generateVertexShaderForInputLayout() local202 usesPointSize && mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled; in generateVertexShaderForInputLayout()212 if (useInstancedPointSpriteEmulation) in generateVertexShaderForInputLayout()591 bool useInstancedPointSpriteEmulation = in generateShaderLinkHLSL() local593 mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled; in generateShaderLinkHLSL()606 if (useInstancedPointSpriteEmulation) in generateShaderLinkHLSL()823 if (useInstancedPointSpriteEmulation) in generateShaderLinkHLSL()863 ASSERT(!useInstancedPointSpriteEmulation); in generateShaderLinkHLSL()
409 renderer->getFeatures().useInstancedPointSpriteEmulation.enabled), in ProgramD3DMetadata()765 return mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled; in usesInstancedPointSpriteEmulation()
51 FeatureInfo useInstancedPointSpriteEmulation = { member
836 ANGLE_FEATURE_CONDITION(features, useInstancedPointSpriteEmulation, false); in InitializeFeatures()
2538 ANGLE_FEATURE_CONDITION(features, useInstancedPointSpriteEmulation, isFeatureLevel9_3); in InitializeFeatures()
3997 if (usesPointSize && mRenderer->getFeatures().useInstancedPointSpriteEmulation.enabled) in syncPrimitiveTopology()
1893 if (getFeatures().useInstancedPointSpriteEmulation.enabled) in drawArrays()