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Searched refs:executableD3D (Results 1 – 13 of 13) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/
DProgramD3D.cpp615 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()
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DDynamicImage2DHLSL.cpp713 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()
DDynamicImage2DHLSL.h19 ProgramExecutableD3D &executableD3D,
DDynamicHLSL.h167 ProgramExecutableD3D &executableD3D,
DDynamicHLSL.cpp412 ProgramExecutableD3D &executableD3D, in GenerateShaderForImage2DBindSignature() argument
425 return GenerateShaderForImage2DBindSignatureImpl(executableD3D, shaderType, shaderData, in GenerateShaderForImage2DBindSignature()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DContext11.cpp973 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()
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DInputLayoutCache.cpp126 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()
DStateManager11.cpp177 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()
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DStateManager11.h64 const ProgramExecutableD3D &executableD3D,
297 ProgramExecutableD3D *executableD3D);
DRenderer11.cpp1808 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()
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/external/angle/src/libANGLE/renderer/d3d/d3d9/
DRenderer9.cpp1806 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()
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DVertexDeclarationCache.cpp110 ProgramExecutableD3D *executableD3D = GetImplAs<ProgramExecutableD3D>(executable); in applyDeclaration() local
111 const auto &semanticIndexes = executableD3D->getAttribLocationToD3DSemantics(); in applyDeclaration()
DRenderer9.h133 void applyUniforms(ProgramExecutableD3D *executableD3D);