Searched refs:uniName (Results 1 – 4 of 4) sorted by relevance
/external/skia/src/gpu/effects/ |
D | GrYUVEffect.cpp | 234 const char* uniName; in emitCode() local 240 "RGBToYUV", 3, &uniName); in emitCode() 245 args.fOutputColor, uniName, uniName, uniName, uniName, in emitCode() 246 uniName, uniName); in emitCode() 252 "RGBToUV", 2, &uniName); in emitCode() 257 args.fOutputColor, uniName, uniName, uniName, uniName); in emitCode() 265 "RGBToYUorV", &uniName); in emitCode() 267 args.fOutputColor, uniName, uniName); in emitCode()
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D | GrTextureDomain.cpp | 59 SkString uniName("TexDom"); in sampleTexture() local 61 uniName.appendS32(textureDomain.fIndex); in sampleTexture() 65 uniName.c_str(), &name); in sampleTexture()
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/external/skia/src/gpu/glsl/ |
D | GrGLSLGeometryProcessor.cpp | 54 const char* uniName; in emitTransforms() local 59 &uniName).toIndex(); in emitTransforms() 75 v.vsOut(), uniName, posVar.c_str()); in emitTransforms() 78 vb->codeAppendf("{ vec3 temp = %s * %s;", uniName, posVar.c_str()); in emitTransforms() 84 v.vsOut(), uniName, posVar.c_str()); in emitTransforms() 86 vb->codeAppendf("%s = %s * %s;", v.vsOut(), uniName, posVar.c_str()); in emitTransforms() 91 vb->codeAppendf("%s = (%s * vec3(%s, 1)).xy;", v.vsOut(), uniName, localCoords); in emitTransforms() 93 vb->codeAppendf("%s = %s * vec3(%s, 1);", v.vsOut(), uniName, localCoords); in emitTransforms()
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/external/deqp/modules/gles31/functional/ |
D | es31fUniformLocationTests.cpp | 293 const string uniName = "uni" + de::toString(uniformNdx); in genShaderSources() local 319 …vertDecl << "uniform " << (layoutInVert ? layout : "") << glu::declare(uniformInfo.type, uniName) … in genShaderSources() 322 …fragDecl << "uniform " << (layoutInFrag ? layout : "") << glu::declare(uniformInfo.type, uniName) … in genShaderSources() 335 vertMain << " v_color.rgb *= verify(float( texture(" << uniName in genShaderSources() 339 fragMain << " o_color.rgb *= verify(float( texture(" << uniName in genShaderSources() 346 vertMain << " v_color.rgb *= verify(float(" << uniName in genShaderSources() 350 fragMain << " o_color.rgb *= verify(float(" << uniName in genShaderSources()
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