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Searched refs:willUseGeoShader (Results 1 – 5 of 5) sorted by relevance

/external/skia/src/gpu/glsl/
DGrGLSLVarying.cpp33 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { in writePassThroughAttribute()
44 bool willUseGeoShader = fProgramBuilder->primitiveProcessor().willUseGeoShader(); in internalAddVarying() local
57 if (willUseGeoShader) { in internalAddVarying()
64 varying->fFsIn = (willUseGeoShader ? v.fGsOut : v.fVsOut).c_str(); in internalAddVarying()
101 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { in setNoPerspective()
/external/skia/src/gpu/
DGrGeometryProcessor.h26 bool willUseGeoShader() const override { return fWillUseGeoShader; } in willUseGeoShader() function
DGrPathProcessor.h32 bool willUseGeoShader() const override { return false; } in willUseGeoShader() function
DGrPrimitiveProcessor.h152 virtual bool willUseGeoShader() const = 0;
/external/skia/src/gpu/gl/
DGrGLVaryingHandler.cpp23 !glPB->fArgs.fPrimitiveProcessor->willUseGeoShader() && in addPathProcessingVarying()