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

/external/skia/src/gpu/gl/
DGrGLProgram.cpp47 , fUniformManager(SkRef(uman)) { in GrGLProgram()
87 fUniformManager->setSampler(fBuilderOutput.fUniformHandles.fDstCopySamplerUni, texUnitIdx); in initSamplerUniforms()
90 fBuilderOutput.fColorEffects->initSamplers(*fUniformManager, &texUnitIdx); in initSamplerUniforms()
91 fBuilderOutput.fCoverageEffects->initSamplers(*fUniformManager, &texUnitIdx); in initSamplerUniforms()
122 fUniformManager->set2f(fBuilderOutput.fUniformHandles.fDstCopyTopLeftUni, in setData()
125 fUniformManager->set2f(fBuilderOutput.fUniformHandles.fDstCopyScaleUni, in setData()
141 fBuilderOutput.fColorEffects->setData(fGpu, *fUniformManager, colorStages); in setData()
142 fBuilderOutput.fCoverageEffects->setData(fGpu, *fUniformManager, coverageStages); in setData()
176 fUniformManager->set4fv(fBuilderOutput.fUniformHandles.fColorUni, 1, c); in setColor()
215 fUniformManager->set4fv(fBuilderOutput.fUniformHandles.fCoverageUni, 1, c); in setCoverage()
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DGrGLShaderBuilder.cpp257 , fUniformManager(SkRef(uniformManager)) in GrGLShaderBuilder()
448 fUniformManager->appendUniform(type, count); in addUniformArray()
675 if (fUniformManager->isUsingBindUniform()) { in finish()
676 fUniformManager->getUniformLocations(fOutput.fProgramID, fUniforms); in finish()
710 if (!fUniformManager->isUsingBindUniform()) { in finish()
711 fUniformManager->getUniformLocations(fOutput.fProgramID, fUniforms); in finish()
DGrGLProgram.h197 SkAutoTUnref<GrGLUniformManager> fUniformManager; variable
DGrGLShaderBuilder.h197 return fUniformManager->getBuilderUniform(fUniforms, u).fVariable; in getUniformVariable()
399 SkAutoTUnref<GrGLUniformManager> fUniformManager; variable