Searched refs:useRelaxedPrecision (Results 1 – 3 of 3) sorted by relevance
94 useRelaxedPrecision(false), in ShaderInterfaceVariableInfo()124 uint8_t useRelaxedPrecision : 1; member
1554 if (info.useRelaxedPrecision && info.activeStages[shaderType] && !mFixedVaryingId[id].valid()) in visitVariable()1568 if (info.useRelaxedPrecision && in transformVariable()1595 if (info && info->useRelaxedPrecision && info->activeStages[shaderType] && in writeInputPreamble()1666 if (info && info->useRelaxedPrecision && info->activeStages[shaderType] && in writeOutputPrologue()4054 if (mOptions.useSpirvVaryingPrecisionFixer && info->useRelaxedPrecision) in transformDecorate()4098 if (mOptions.useSpirvVaryingPrecisionFixer && info->useRelaxedPrecision) in transformDecorate()4473 if (info->activeStages[mOptions.shaderType] && !info->useRelaxedPrecision) in transformAccessChain()
1874 info.useRelaxedPrecision = true; in resolvePrecisionMismatch()1883 info.useRelaxedPrecision = true; in resolvePrecisionMismatch()