Searched refs:fUniforms (Results 1 – 4 of 4) sorted by relevance
18 int idx = fUniforms.count(); in appendUniform()19 Uniform& uni = fUniforms.push_back(); in appendUniform()29 const Uniform& uni = fUniforms[handle_to_index(u)]; in setSampler()45 const Uniform& uni = fUniforms[handle_to_index(u)]; in set1f()61 const Uniform& uni = fUniforms[handle_to_index(u)]; in set1fv()78 const Uniform& uni = fUniforms[handle_to_index(u)]; in set2f()94 const Uniform& uni = fUniforms[handle_to_index(u)]; in set2fv()108 const Uniform& uni = fUniforms[handle_to_index(u)]; in set3f()124 const Uniform& uni = fUniforms[handle_to_index(u)]; in set3fv()142 const Uniform& uni = fUniforms[handle_to_index(u)]; in set4f()[all …]
85 : fUniforms(kVarsPerBlock) in GrGLShaderBuilder()179 BuilderUniform& uni = fUniforms.push_back(); in addUniformArray()180 UniformHandle h = index_to_handle(fUniforms.count() - 1); in addUniformArray()213 return fUniforms[handle_to_index(u)].fVariable; in getUniformVariable()361 for (int i = 0; i < fUniforms.count(); ++i) { in appendUniformDecls()362 if (fUniforms[i].fVisibility & stype) { in appendUniformDecls()363 fUniforms[i].fVariable.appendDecl(fContext, out); in appendUniformDecls()413 fUniformManager.getUniformLocations(programID, fUniforms); in finished()
80 SkTArray<Uniform, true> fUniforms; variable
197 GrGLUniformManager::BuilderUniformArray fUniforms; variable