Searched refs:addUniformArray (Results 1 - 6 of 6) sorted by relevance

/external/skia/src/gpu/glsl/
H A DGrGLSLUniformHandler.h26 then it will refer to the final uniform name after return. Use the addUniformArray variant
33 return this->addUniformArray(visibility, type, precision, name, 0, outName);
36 UniformHandle addUniformArray(uint32_t visibility, function in class:GrGLSLUniformHandler
/external/skia/src/gpu/effects/
H A DGrYUVEffect.cpp237 fRGBToYUVUni = args.fUniformHandler->addUniformArray(
249 fRGBToYUVUni = args.fUniformHandler->addUniformArray(
H A DGrConvolutionEffect.cpp49 fKernelUni = uniformHandler->addUniformArray(kFragment_GrShaderFlag,
H A DGrConvexPolyEffect.cpp191 fEdgeUniform = args.fUniformHandler->addUniformArray(kFragment_GrShaderFlag,
H A DGrMatrixConvolutionEffect.cpp46 fKernelUni = uniformHandler->addUniformArray(kFragment_GrShaderFlag,
/external/skia/src/effects/gradients/
H A DSkTwoPointConicalGradient_gpu.cpp230 fParamUni = uniformHandler->addUniformArray(kFragment_GrShaderFlag,
513 fParamUni = uniformHandler->addUniformArray(kFragment_GrShaderFlag,

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