Searched refs:fFloatPrecisions (Results 1 – 3 of 3) sorted by relevance
62 if (fFloatPrecisions[s][p].supported()) { in dump()66 fFloatPrecisions[s][p].fLogRangeLow, in dump()67 fFloatPrecisions[s][p].fLogRangeHigh, in dump()68 fFloatPrecisions[s][p].fBits); in dump()
75 return fFloatPrecisions[shaderType][precision]; in getFloatShaderPrecisionInfo()116 PrecisionInfo fFloatPrecisions[kGrShaderTypeCount][kGrSLPrecisionCount]; variable
1115 glslCaps->fFloatPrecisions[s][p].fLogRangeLow = range[0]; in initShaderPrecisionTable()1116 glslCaps->fFloatPrecisions[s][p].fLogRangeHigh = range[1]; in initShaderPrecisionTable()1117 glslCaps->fFloatPrecisions[s][p].fBits = bits; in initShaderPrecisionTable()1119 first = &glslCaps->fFloatPrecisions[s][p]; in initShaderPrecisionTable()1123 (*first != glslCaps->fFloatPrecisions[s][p]); in initShaderPrecisionTable()1136 glslCaps->fFloatPrecisions[s][p].fLogRangeLow = 127; in initShaderPrecisionTable()1137 glslCaps->fFloatPrecisions[s][p].fLogRangeHigh = 127; in initShaderPrecisionTable()1138 glslCaps->fFloatPrecisions[s][p].fBits = 23; in initShaderPrecisionTable()1149 glslCaps->fFloatPrecisions[kGeometry_GrShaderType][p] = in initShaderPrecisionTable()1150 glslCaps->fFloatPrecisions[kVertex_GrShaderType][p]; in initShaderPrecisionTable()