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Searched refs:willUseGeoShader (Results 1 – 18 of 18) sorted by relevance

/external/skqp/src/gpu/glsl/
DGrGLSLVarying.cpp30 SkASSERT(!fProgramBuilder->primitiveProcessor().willUseGeoShader()); in writePassThroughAttribute()
36 bool willUseGeoShader = fProgramBuilder->primitiveProcessor().willUseGeoShader(); in internalAddVarying() local
49 if (willUseGeoShader) { in internalAddVarying()
56 varying->fFsIn = (willUseGeoShader ? v.fGsOut : v.fVsOut).c_str(); in internalAddVarying()
92 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { in setNoPerspective()
DGrGLSLProgramBuilder.cpp46 SkASSERT(this->primitiveProcessor().willUseGeoShader()); in addFeature()
79 if (proc.willUseGeoShader()) { in emitAndInstallPrimProc()
107 proc.willUseGeoShader() ? &fGS : nullptr, in emitAndInstallPrimProc()
297 SkASSERT(this->primitiveProcessor().willUseGeoShader()); in updateSamplerCounts()
427 if (this->primitiveProcessor().willUseGeoShader()) { in finalizeShaders()
DGrGLSLGeometryProcessor.cpp21 if (!args.fGP.willUseGeoShader()) { in emitCode()
/external/skia/src/gpu/glsl/
DGrGLSLVarying.cpp15 SkASSERT(!fProgramBuilder->primitiveProcessor().willUseGeoShader()); in addPassThroughAttribute()
44 bool willUseGeoShader = fProgramBuilder->primitiveProcessor().willUseGeoShader(); in addVarying() local
57 if (willUseGeoShader) { in addVarying()
64 varying->fFsIn = (willUseGeoShader ? v.fGsOut : v.fVsOut).c_str(); in addVarying()
100 if (fProgramBuilder->primitiveProcessor().willUseGeoShader()) { in setNoPerspective()
DGrGLSLProgramBuilder.cpp46 SkASSERT(this->primitiveProcessor().willUseGeoShader()); in addFeature()
79 if (proc.willUseGeoShader()) { in emitAndInstallPrimProc()
107 proc.willUseGeoShader() ? &fGS : nullptr, in emitAndInstallPrimProc()
297 SkASSERT(this->primitiveProcessor().willUseGeoShader()); in updateSamplerCounts()
424 if (this->primitiveProcessor().willUseGeoShader()) { in finalizeShaders()
DGrGLSLGeometryProcessor.cpp21 if (!args.fGP.willUseGeoShader()) { in emitCode()
/external/skqp/src/gpu/vk/
DGrVkPipelineStateBuilder.cpp160 if (this->primitiveProcessor().willUseGeoShader()) { in finalize()
184 if (this->primitiveProcessor().willUseGeoShader()) { in finalize()
/external/skia/src/gpu/vk/
DGrVkPipelineStateBuilder.cpp163 if (this->primitiveProcessor().willUseGeoShader()) { in finalize()
187 if (this->primitiveProcessor().willUseGeoShader()) { in finalize()
/external/skqp/src/gpu/
DGrGeometryProcessor.h28 bool willUseGeoShader() const final { return fWillUseGeoShader; } in willUseGeoShader() function
DGrPathProcessor.h31 bool willUseGeoShader() const override { return false; } in willUseGeoShader() function
DGrPrimitiveProcessor.h90 virtual bool willUseGeoShader() const = 0;
/external/skia/src/gpu/
DGrGeometryProcessor.h28 bool willUseGeoShader() const final { return fWillUseGeoShader; } in willUseGeoShader() function
DGrPathProcessor.h31 bool willUseGeoShader() const override { return false; } in willUseGeoShader() function
DGrPrimitiveProcessor.h90 virtual bool willUseGeoShader() const = 0;
/external/skia/src/gpu/gl/
DGrGLVaryingHandler.cpp22 !glPB->fPrimProc.willUseGeoShader() && in addPathProcessingVarying()
/external/skqp/src/gpu/gl/
DGrGLVaryingHandler.cpp22 !glPB->fPrimProc.willUseGeoShader() && in addPathProcessingVarying()
/external/skqp/src/gpu/gl/builders/
DGrGLProgramBuilder.cpp222 if (primProc.willUseGeoShader()) { in finalize()
254 if (primProc.willUseGeoShader()) { in finalize()
/external/skia/src/gpu/gl/builders/
DGrGLProgramBuilder.cpp231 if (primProc.willUseGeoShader()) { in finalize()
263 if (primProc.willUseGeoShader()) { in finalize()