Lines Matching defs:GrGLShaderBuilder

8 #include "gl/GrGLShaderBuilder.h"
65 const GrGLShaderBuilder::TextureSampler& texSampler,
94 GrGLShaderBuilder::GrGLShaderBuilder(const GrGLContextInfo& ctxInfo,
165 bool GrGLShaderBuilder::enableFeature(GLSLFeature feature) {
182 bool GrGLShaderBuilder::enablePrivateFeature(GLSLPrivateFeature feature) {
213 void GrGLShaderBuilder::addFSFeature(uint32_t featureBit, const char* extensionName) {
220 void GrGLShaderBuilder::nameVariable(SkString* out, char prefix, const char* name) {
235 const char* GrGLShaderBuilder::dstColor() {
259 void GrGLShaderBuilder::codeAppendf(ShaderType type, const char format[], va_list args) {
277 void GrGLShaderBuilder::codeAppend(ShaderType type, const char* str) {
295 void GrGLShaderBuilder::appendTextureLookup(SkString* out,
296 const GrGLShaderBuilder::TextureSampler& sampler,
308 void GrGLShaderBuilder::appendTextureLookup(ShaderType type,
309 const GrGLShaderBuilder::TextureSampler& sampler,
316 void GrGLShaderBuilder::appendTextureLookupAndModulate(
319 const GrGLShaderBuilder::TextureSampler& sampler,
328 GrBackendEffectFactory::EffectKey GrGLShaderBuilder::KeyForTextureAccess(
339 GrGLShaderBuilder::DstReadKey GrGLShaderBuilder::KeyForDstRead(const GrTexture* dstCopy,
357 GrGLShaderBuilder::FragPosKey GrGLShaderBuilder::KeyForFragmentPosition(const GrRenderTarget* dst,
367 const GrGLenum* GrGLShaderBuilder::GetTexParamSwizzle(GrPixelConfig config, const GrGLCaps& caps) {
383 GrGLUniformManager::UniformHandle GrGLShaderBuilder::addUniformArray(uint32_t visibility,
421 const GrGLShaderVar& GrGLShaderBuilder::getUniformVariable(UniformHandle u) const {
425 bool GrGLShaderBuilder::addAttribute(GrSLType type,
441 void GrGLShaderBuilder::addVarying(GrSLType type,
480 const char* GrGLShaderBuilder::fragmentPosition() {
533 void GrGLShaderBuilder::emitFunction(ShaderType shader,
582 void GrGLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {
589 void GrGLShaderBuilder::appendUniformDecls(ShaderType stype, SkString* out) const {
598 void GrGLShaderBuilder::getShader(ShaderType type, SkString* shaderStr) const {
643 void GrGLShaderBuilder::finished(GrGLuint programID) {
647 void GrGLShaderBuilder::emitEffects(
668 SkSTArray<8, GrGLShaderBuilder::TextureSampler> textureSamplers;
725 const SkString* GrGLShaderBuilder::getEffectAttributeName(int attributeIndex) const {