• Home
  • Raw
  • Download

Lines Matching refs:executableD3D

1806     ProgramExecutableD3D *executableD3D =  in applyShaders()  local
1809 executableD3D->updateCachedInputLayout(renderer, vao->getCurrentStateSerial(), state); in applyShaders()
1812 ANGLE_TRY(executableD3D->getVertexExecutableForCachedInputLayout(context9, renderer, &vertexExe, in applyShaders()
1816 executableD3D->updateCachedOutputLayout(context, drawFramebuffer); in applyShaders()
1819 ANGLE_TRY(executableD3D->getPixelExecutableForCachedOutputLayout(context9, renderer, &pixelExe, in applyShaders()
1844 unsigned int programSerial = executableD3D->getSerial(); in applyShaders()
1847 executableD3D->dirtyAllUniforms(); in applyShaders()
1852 applyUniforms(executableD3D); in applyShaders()
1860 void Renderer9::applyUniforms(ProgramExecutableD3D *executableD3D) in applyUniforms() argument
1863 if (!executableD3D->anyShaderUniformsDirty()) in applyUniforms()
1868 const auto &uniformArray = executableD3D->getD3DUniforms(); in applyUniforms()
1913 executableD3D->markUniformsClean(); in applyUniforms()
3148 ProgramExecutableD3D *executableD3D = in genericDrawElements() local
3150 ASSERT(executableD3D != nullptr); in genericDrawElements()
3151 bool usesPointSize = executableD3D->usesPointSize(); in genericDrawElements()
3153 if (executableD3D->isSamplerMappingDirty()) in genericDrawElements()
3155 executableD3D->updateSamplerMapping(); in genericDrawElements()
3182 ProgramExecutableD3D *executableD3D = in genericDrawArrays() local
3184 ASSERT(executableD3D != nullptr); in genericDrawArrays()
3185 bool usesPointSize = executableD3D->usesPointSize(); in genericDrawArrays()
3187 if (executableD3D->isSamplerMappingDirty()) in genericDrawArrays()
3189 executableD3D->updateSamplerMapping(); in genericDrawArrays()
3293 ProgramExecutableD3D *executableD3D = in applyTextures() local
3296 ASSERT(!executableD3D->isSamplerMappingDirty()); in applyTextures()
3301 const gl::RangeUI samplerRange = executableD3D->getUsedSamplerRange(shaderType); in applyTextures()
3305 GLint textureUnit = executableD3D->getSamplerMapping(shaderType, samplerIndex, caps); in applyTextures()
3323 executableD3D->getSamplerTextureType(shaderType, samplerIndex); in applyTextures()