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GrGLSLUniformHandler Member List

This is the complete list of members for GrGLSLUniformHandler, including all inherited members.

addInputSampler(const skgpu::Swizzle &swizzle, const char *name)GrGLSLUniformHandlerinlineprivatevirtual
addSampler(const GrBackendFormat &, GrSamplerState, const skgpu::Swizzle &, const char *name, const GrShaderCaps *)=0GrGLSLUniformHandlerprivatepure virtual
addUniform(const GrProcessor *owner, uint32_t visibility, SkSLType type, const char *name, const char **outName=nullptr)GrGLSLUniformHandlerinline
addUniformArray(const GrProcessor *owner, uint32_t visibility, SkSLType type, const char *name, int arrayCount, const char **outName=nullptr)GrGLSLUniformHandlerinline
appendUniformDecls(GrShaderFlags visibility, SkString *) const =0GrGLSLUniformHandlerprivatepure virtual
fProgramBuilderGrGLSLUniformHandlerprotected
getUniformCStr(UniformHandle u) const =0GrGLSLUniformHandlerpure virtual
getUniformMapping(const GrProcessor &owner, SkString rawName) constGrGLSLUniformHandler
getUniformVariable(UniformHandle u) const =0GrGLSLUniformHandlerpure virtual
GrGLSLProgramBuilderGrGLSLUniformHandlerfriend
GrGLSLUniformHandler(GrGLSLProgramBuilder *program)GrGLSLUniformHandlerinlineexplicitprotected
inputSamplerSwizzle(SamplerHandle) constGrGLSLUniformHandlerinlineprivatevirtual
inputSamplerVariable(SamplerHandle) constGrGLSLUniformHandlerinlineprivatevirtual
internalAddUniformArray(const GrProcessor *owner, uint32_t visibility, SkSLType type, const char *name, bool mangleName, int arrayCount, const char **outName)=0GrGLSLUniformHandlerprivatepure virtual
liftUniformToVertexShader(const GrProcessor &owner, SkString rawName)GrGLSLUniformHandler
numUniforms() const =0GrGLSLUniformHandlerpure virtual
samplerSwizzle(SamplerHandle) const =0GrGLSLUniformHandlerprivatepure virtual
samplerVariable(SamplerHandle) const =0GrGLSLUniformHandlerprivatepure virtual
uniform(int idx)=0GrGLSLUniformHandlerpure virtual
uniform(int idx) const =0GrGLSLUniformHandlerpure virtual
UniformHandle typedefGrGLSLUniformHandler
~GrGLSLUniformHandler()GrGLSLUniformHandlerinlinevirtual