Searched refs:fVisibility (Results 1 – 8 of 8) sorted by relevance
52 v.fVisibility = kNone_GrShaderFlags; in internalAddVarying()55 v.fVisibility |= kVertex_GrShaderFlag; in internalAddVarying()61 v.fVisibility |= kGeometry_GrShaderFlag; in internalAddVarying()65 v.fVisibility |= kFragment_GrShaderFlag; in internalAddVarying()113 if (v.fVisibility & kVertex_GrShaderFlag) { in finalize()116 if (v.fVisibility & kGeometry_GrShaderFlag) { in finalize()122 if (v.fVisibility & kFragment_GrShaderFlag) { in finalize()124 if (v.fVisibility & kGeometry_GrShaderFlag) { in finalize()
151 GrShaderFlags fVisibility; member
46 uni.fVisibility = visibility; in internalAddUniformArray()57 if (fUniforms[i].fVisibility & visibility) { in appendUniformDecls()
31 uint32_t fVisibility; member
35 if (kVertex_GrShaderFlag & builderUniform.fVisibility) { in GrGLProgramDataManager()40 if (kFragment_GrShaderFlag & builderUniform.fVisibility) { in GrGLProgramDataManager()
90 uni.fVisibility = visibility; in internalAddUniformArray()129 if (visibility == localUniform.fVisibility) { in appendUniformDecls()
32 uint32_t fVisibility; member
176 dsSamplerBindings[i].stageFlags = visibility_to_vk_stage_flags(uniformInfo.fVisibility); in finalize()