Searched refs:childShader (Results 1 – 6 of 6) sorted by relevance
156 GLSLShaderCommon* childShader = *i; in buildConstantDefinitions() local159 childShader->getSource(), *mConstantDefs, childShader->getName()); in buildConstantDefinitions()211 for (auto childShader : mAttachedGLSLPrograms) in attachToProgramObject() local213 childShader->attachToProgramObject(programObject); in attachToProgramObject()241 GLSLShaderCommon* childShader = *childprogramcurrent; in detachFromProgramObject() local242 childShader->detachFromProgramObject( programObject ); in detachFromProgramObject()
246 GLSLProgram* childShader = *i; in buildConstantDefinitions() local249 childShader->getSource(), *mConstantDefs.get(), childShader->getName()); in buildConstantDefinitions()355 GLSLProgram* childShader = static_cast<GLSLProgram*>(hlProgram.getPointer()); in attachChildShader() local359 childShader->loadHighLevelImpl(); in attachChildShader()361 mAttachedGLSLPrograms.push_back( childShader ); in attachChildShader()378 GLSLProgram* childShader = *childprogramcurrent; in attachToProgramObject() local383 childShader->compile(false); in attachToProgramObject()385 childShader->attachToProgramObject( programObject ); in attachToProgramObject()415 GLSLProgram* childShader = *childprogramcurrent; in detachFromProgramObject() local416 childShader->detachFromProgramObject( programObject ); in detachFromProgramObject()
366 GLSLProgram* childShader = *i; in buildConstantDefinitions() local370 … GLSLProgramPipelineManager::getSingleton().extractConstantDefs(childShader->getSource(), in buildConstantDefinitions()375 GLSLLinkProgramManager::getSingleton().extractConstantDefs(childShader->getSource(), in buildConstantDefinitions()482 GLSLProgram* childShader = static_cast<GLSLProgram*>(hlProgram.getPointer()); in attachChildShader() local486 childShader->loadHighLevelImpl(); in attachChildShader()488 mAttachedGLSLPrograms.push_back( childShader ); in attachChildShader()504 GLSLProgram* childShader = *childprogramcurrent; in attachToProgramObject() local509 childShader->compile(true); in attachToProgramObject()511 childShader->attachToProgramObject( programObject ); in attachToProgramObject()530 GLSLProgram* childShader = *childprogramcurrent; in detachFromProgramObject() local[all …]
291 GLSLShaderCommon* childShader = *i; in buildConstantDefinitions() local294 childShader->getSource(), *mConstantDefs, childShader->getName()); in buildConstantDefinitions()301 for (auto childShader : mAttachedGLSLPrograms) in attachToProgramObject() local303 childShader->attachToProgramObject(programObject); in attachToProgramObject()319 GLSLShaderCommon* childShader = *childprogramcurrent; in detachFromProgramObject() local320 childShader->detachFromProgramObject(programObject); in detachFromProgramObject()
93 childShader = UsdShade.Shader(childShaderPrim)94 self.assertTrue(childShader)95 childShaderInput = childShader.GetInput('floatInput')
211 GLSLShaderCommon* childShader = static_cast<GLSLShaderCommon*>(hlProgram.get()); in attachChildShader() local215 childShader->loadHighLevel(); in attachChildShader()217 mAttachedGLSLPrograms.push_back( childShader ); in attachChildShader()