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Searched refs:fUniforms (Results 1 – 4 of 4) sorted by relevance

/external/skia/src/gpu/gl/
DGrGLUniformManager.cpp18 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()
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DGrGLShaderBuilder.cpp85 : 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()
DGrGLUniformManager.h80 SkTArray<Uniform, true> fUniforms; variable
DGrGLShaderBuilder.h197 GrGLUniformManager::BuilderUniformArray fUniforms; variable