Searched refs:appendTextureLookup (Results 1 – 7 of 7) sorted by relevance
/external/skia/src/gpu/ganesh/effects/ |
D | GrAtlasedShaderHelpers.h | 95 args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], in append_multitexture_lookup() 100 args.fFragBuilder->appendTextureLookup(args.fTexSamplers[numTextureSamplers - 1], in append_multitexture_lookup() 125 args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], coordName); in append_multitexture_lookup_lcd() 132 args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], "uv_adjusted"); in append_multitexture_lookup_lcd() 138 args.fFragBuilder->appendTextureLookup(args.fTexSamplers[i], "uv_adjusted"); in append_multitexture_lookup_lcd()
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D | GrShadowGeoProc.cpp | 54 fragBuilder->appendTextureLookup(args.fTexSamplers[0], "uv"); in onEmitCode()
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D | GrTextureEffect.cpp | 381 fb->appendTextureLookup(fSamplerHandle, args.fSampleCoord); in emitCode() 482 fb->appendTextureLookup(&result, fSamplerHandle, normCoord.c_str()); in emitCode()
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/external/skia/src/gpu/ganesh/glsl/ |
D | GrGLSLShaderBuilder.cpp | 101 void GrGLSLShaderBuilder::appendTextureLookup(SkString* out, in appendTextureLookup() function in GrGLSLShaderBuilder 109 void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle, in appendTextureLookup() function in GrGLSLShaderBuilder 113 this->appendTextureLookup(&lookup, samplerHandle, coordName); in appendTextureLookup() 128 this->appendTextureLookup(&lookup, samplerHandle, coordName); in appendTextureLookupAndBlend()
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D | GrGLSLShaderBuilder.h | 45 void appendTextureLookup(SkString* out, SamplerHandle, const char* coordName) const; 48 void appendTextureLookup(SamplerHandle,
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D | GrGLSLProgramBuilder.cpp | 379 fFS.appendTextureLookup(fDstTextureSamplerHandle, "_dstTexCoord"); in emitAndInstallDstTexture()
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/external/skia/src/gpu/ganesh/ops/ |
D | AtlasInstancedHelper.cpp | 93 args.fFragBuilder->appendTextureLookup(args.fTexSamplers[0], "atlasCoord"); in injectShaderCode() 99 args.fFragBuilder->appendTextureLookup(args.fTexSamplers[0], atlasCoord.fsIn()); in injectShaderCode()
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