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Searched refs:numTextureSamplers (Results 1 – 11 of 11) sorted by relevance

/external/skia/src/gpu/
DGrProgramDesc.cpp72 int numTextureSamplers = proc.numTextureSamplers(); in add_sampler_and_image_keys() local
75 int numUniforms = numTextureSamplers + numBuffers + numImageStorages; in add_sampler_and_image_keys()
83 for (int i = 0; i < numTextureSamplers; ++i, ++j) { in add_sampler_and_image_keys()
DGrProcessor.cpp198 if (this->numTextureSamplers() != that.numTextureSamplers() || in hasSameSamplersAndAccesses()
203 for (int i = 0; i < this->numTextureSamplers(); ++i) { in hasSameSamplersAndAccesses()
DGrFragmentProcessor.h229 &GrResourceIOProcessor::numTextureSamplers,
DGrProcessor.h160 int numTextureSamplers() const { return fTextureSamplers.count(); } in numTextureSamplers() function
/external/skia/src/gpu/glsl/
DGrGLSLProgramBuilder.cpp100 SkSTArray<4, SamplerHandle> texSamplers(proc.numTextureSamplers()); in emitAndInstallPrimProc()
167 SkSTArray<4, SamplerHandle> textureSamplerArray(fp.numTextureSamplers()); in emitAndInstallFragProc()
262 int numTextureSamplers = processor.numTextureSamplers(); in emitSamplersAndImageStorages() local
263 for (int t = 0; t < numTextureSamplers; ++t) { in emitSamplersAndImageStorages()
DGrGLSLFragmentProcessor.h75 &GrResourceIOProcessor::numTextureSamplers>;
/external/skia/src/gpu/effects/
DGrBitmapTextGeoProc.cpp33 SkASSERT(cte.numTextureSamplers() == 1); in onEmitCode()
100 SkASSERT(gp.numTextureSamplers() == 1); in GenKey()
DGrDistanceFieldGeoProc.cpp86 SkASSERT(dfTexEffect.numTextureSamplers() == 1); in onEmitCode()
208 SkASSERT(gp.numTextureSamplers() == 1); in GenKey()
598 SkASSERT(dfTexEffect.numTextureSamplers() == 1); in onEmitCode()
758 SkASSERT(gp.numTextureSamplers() == 1); in GenKey()
/external/skia/src/gpu/gl/
DGrGLProgram.cpp171 for (int i = 0; i < processor.numTextureSamplers(); ++i) { in bindTextures()
189 for (int i = 0; i < processor.numTextureSamplers(); ++i) { in generateMipmaps()
/external/skia/src/gpu/vk/
DGrVkPipelineState.cpp214 if (int numTextureSamplers = processor.numTextureSamplers()) { in append_texture_bindings() local
216 textureBindings->push_back_n(numTextureSamplers); in append_texture_bindings()
220 } while (++i < numTextureSamplers); in append_texture_bindings()
DGrVkGpuCommandBuffer.cpp524 for (int i = 0; i < processor.numTextureSamplers(); ++i) { in prepare_sampled_images()