/external/angle/src/libANGLE/renderer/d3d/ |
D | ProgramD3D.cpp | 615 ProgramExecutableD3D *executableD3D = getExecutable(); in prepareForLink() local 619 executableD3D->mAttachedShaders[shaderType].reset(); in prepareForLink() 624 executableD3D->mAttachedShaders[shaderType] = shaderD3D->getCompiledState(); in prepareForLink() 650 ProgramExecutableD3D *executableD3D = getExecutable(); in linkJobImpl() local 658 executableD3D->mShaderHLSL[gl::ShaderType::Compute] = shader->translatedSource; in linkJobImpl() 660 executableD3D->mShaderSamplers[gl::ShaderType::Compute].resize( in linkJobImpl() 662 executableD3D->mImages[gl::ShaderType::Compute].resize(caps.maxImageUnits); in linkJobImpl() 663 executableD3D->mReadonlyImages[gl::ShaderType::Compute].resize(caps.maxImageUnits); in linkJobImpl() 665 executableD3D->mShaderUniformsDirty.set(gl::ShaderType::Compute); in linkJobImpl() 673 executableD3D->mImage2DUniforms[gl::ShaderType::Compute].push_back(uniform); in linkJobImpl() [all …]
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D | DynamicImage2DHLSL.cpp | 713 void OutputHLSLImage2DUniformGroup(ProgramExecutableD3D &executableD3D, in OutputHLSLImage2DUniformGroup() argument 737 if (!executableD3D.hasNamedUniform(uniform.name)) in OutputHLSLImage2DUniformGroup() 808 if (!executableD3D.hasNamedUniform(uniform.name)) in OutputHLSLImage2DUniformGroup() 826 executableD3D.assignImage2DRegisters(shaderType, texture2DRegisterIndex, in OutputHLSLImage2DUniformGroup() 834 executableD3D.assignImage2DRegisters(shaderType, texture3DRegisterIndex, in OutputHLSLImage2DUniformGroup() 843 executableD3D.assignImage2DRegisters(shaderType, texture2DArrayRegisterIndex, in OutputHLSLImage2DUniformGroup() 877 ProgramExecutableD3D &executableD3D, in GenerateShaderForImage2DBindSignatureImpl() argument 926 executableD3D, shaderType, shaderData, out, Image2DHLSLGroup(groupId), in GenerateShaderForImage2DBindSignatureImpl()
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D | DynamicImage2DHLSL.h | 19 ProgramExecutableD3D &executableD3D,
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D | DynamicHLSL.h | 167 ProgramExecutableD3D &executableD3D,
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D | DynamicHLSL.cpp | 412 ProgramExecutableD3D &executableD3D, in GenerateShaderForImage2DBindSignature() argument 425 return GenerateShaderForImage2DBindSignatureImpl(executableD3D, shaderType, shaderData, in GenerateShaderForImage2DBindSignature()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | Context11.cpp | 973 ProgramExecutableD3D *executableD3D = GetImplAs<ProgramExecutableD3D>(executable); in triggerDrawCallProgramRecompilation() local 975 executableD3D->updateCachedInputLayout(mRenderer, va11->getCurrentStateSerial(), glState); in triggerDrawCallProgramRecompilation() 976 executableD3D->updateCachedOutputLayout(context, drawFBO); in triggerDrawCallProgramRecompilation() 977 executableD3D->updateCachedImage2DBindLayout(context, gl::ShaderType::Fragment); in triggerDrawCallProgramRecompilation() 979 bool recompileVS = !executableD3D->hasVertexExecutableForCachedInputLayout(); in triggerDrawCallProgramRecompilation() 981 !executableD3D->hasGeometryExecutableForPrimitiveType(mRenderer, glState, drawMode); in triggerDrawCallProgramRecompilation() 982 bool recompilePS = !executableD3D->hasPixelExecutableForCachedOutputLayout(); in triggerDrawCallProgramRecompilation() 997 ANGLE_TRY(executableD3D->getVertexExecutableForCachedInputLayout(this, mRenderer, in triggerDrawCallProgramRecompilation() 999 if (!executableD3D->hasVertexExecutableForCachedInputLayout()) in triggerDrawCallProgramRecompilation() 1010 ANGLE_TRY(executableD3D->getGeometryExecutableForPrimitiveType( in triggerDrawCallProgramRecompilation() [all …]
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D | InputLayoutCache.cpp | 126 ProgramExecutableD3D *executableD3D = GetImplAs<ProgramExecutableD3D>(executable); in getInputLayout() local 129 const auto &locationToSemantic = executableD3D->getAttribLocationToD3DSemantics(); in getInputLayout() 183 ProgramExecutableD3D *executableD3D = renderer->getStateManager()->getProgramExecutableD3D(); in createInputLayout() local 215 ANGLE_TRY(executableD3D->getVertexExecutableForCachedInputLayout(context11, renderer, &shader, in createInputLayout()
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D | StateManager11.cpp | 177 void SortAttributesByLayout(const ProgramExecutableD3D &executableD3D, in SortAttributesByLayout() argument 185 const AttribIndexArray &locationToSemantic = executableD3D.getAttribLocationToD3DSemantics(); in SortAttributesByLayout() 186 const gl::ProgramExecutable *executable = executableD3D.getExecutable(); in SortAttributesByLayout() 594 const ProgramExecutableD3D &executableD3D, in updateBuffer() argument 599 const int numSamplers = executableD3D.getUsedSamplerRange(shaderType).length(); in updateBuffer() 600 const int numReadonlyImages = executableD3D.getUsedImageRange(shaderType, true).length(); in updateBuffer() 601 const int numImages = executableD3D.getUsedImageRange(shaderType, false).length(); in updateBuffer() 3479 ProgramExecutableD3D *executableD3D) in applyComputeUniforms() argument 3482 GetAs<UniformStorage11>(executableD3D->getShaderUniformStorage(gl::ShaderType::Compute)); in applyComputeUniforms() 3491 executableD3D->areShaderUniformsDirty(gl::ShaderType::Compute)) in applyComputeUniforms() [all …]
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D | StateManager11.h | 64 const ProgramExecutableD3D &executableD3D, 297 ProgramExecutableD3D *executableD3D);
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D | Renderer11.cpp | 1808 ProgramExecutableD3D *executableD3D = mStateManager.getProgramExecutableD3D(); in drawWithGeometryShaderAndTransformFeedback() local 1826 ANGLE_TRY(executableD3D->getPixelExecutableForCachedOutputLayout( in drawWithGeometryShaderAndTransformFeedback() 1839 ANGLE_TRY(executableD3D->getGeometryExecutableForPrimitiveType( in drawWithGeometryShaderAndTransformFeedback() 1874 ProgramExecutableD3D *executableD3D = mStateManager.getProgramExecutableD3D(); in drawArrays() local 1875 GLsizei adjustedInstanceCount = GetAdjustedInstanceCount(executableD3D, instanceCount); in drawArrays() 1885 if (executableD3D->usesGeometryShader(context11->getRenderer(), in drawArrays() 1943 const ProgramExecutableD3D *executableD3D = mStateManager.getProgramExecutableD3D(); in drawElements() local 1944 GLsizei adjustedInstanceCount = GetAdjustedInstanceCount(executableD3D, instanceCount); in drawElements() 4419 ProgramExecutableD3D *executableD3D = in markTypedBufferUsage() local 4421 gl::RangeUI imageRange = executableD3D->getUsedImageRange(gl::ShaderType::Compute, false); in markTypedBufferUsage() [all …]
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/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | Renderer9.cpp | 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() [all …]
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D | VertexDeclarationCache.cpp | 110 ProgramExecutableD3D *executableD3D = GetImplAs<ProgramExecutableD3D>(executable); in applyDeclaration() local 111 const auto &semanticIndexes = executableD3D->getAttribLocationToD3DSemantics(); in applyDeclaration()
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D | Renderer9.h | 133 void applyUniforms(ProgramExecutableD3D *executableD3D);
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