Searched defs:uniform (Results 1 – 8 of 8) sorted by relevance
82 SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform("in_color"); in draw() local126 SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name); in setUniform() local133 SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name); in setUniform() local141 SkRuntimeShaderBuilder::BuilderUniform uniform = effectBuilder.uniform(name); in setUniform2f() local
58 for (const auto& uniform : uniforms) { in createLinearEffectShader() local
332 ProgramUniform uniform = getProgramUniform(uniformName, true); in setUniformValue() local361 ProgramUniform uniform = getProgramUniform(uniformName, true); in setUniformValue() local745 ProgramUniform uniform = new ProgramUniform(mProgram, i); in scanUniforms() local746 mUniforms.put(uniform.getName(), uniform); in scanUniforms() local773 private void checkUniformAssignment(ProgramUniform uniform, int values, int components) { in checkUniformAssignment()
70 for (const auto& uniform : uniforms) { in createLinearEffectColorFilter() local
88 MeshUniform uniform(std::string_view name) { return {this, fMeshSpec->findUniform(name)}; } in uniform() function
106 MeshUniformBuilder::MeshUniform uniform = builder->uniform(uniformName); in nativeUpdateFloatUniforms() local149 MeshUniformBuilder::MeshUniform uniform = builder->uniform(uniformName); in nativeUpdateIntUniforms() local
304 SkRuntimeShaderBuilder::BuilderUniform uniform = builder->uniform(uniformName); in UpdateFloatUniforms() local347 SkRuntimeShaderBuilder::BuilderUniform uniform = builder->uniform(uniformName); in UpdateIntUniforms() local
312 for (const auto uniform : tonemap::getToneMapper()->generateShaderSkSLUniforms(metadata)) { in buildLinearEffectUniforms() local