Searched refs:maxShaderImageUniforms (Results 1 – 17 of 17) sorted by relevance
188 mResources.MaxVertexImageUniforms = caps.maxShaderImageUniforms[ShaderType::Vertex]; in Compiler()189 mResources.MaxFragmentImageUniforms = caps.maxShaderImageUniforms[ShaderType::Fragment]; in Compiler()190 mResources.MaxComputeImageUniforms = caps.maxShaderImageUniforms[ShaderType::Compute]; in Compiler()246 mResources.MaxGeometryImageUniforms = caps.maxShaderImageUniforms[ShaderType::Geometry]; in Compiler()257 mResources.MaxTessControlImageUniforms = caps.maxShaderImageUniforms[ShaderType::TessControl]; in Compiler()273 caps.maxShaderImageUniforms[ShaderType::TessEvaluation]; in Compiler()
1087 caps.maxShaderImageUniforms[ShaderType::Vertex] = 0; in GenerateMinimumCaps()1095 caps.maxShaderImageUniforms[ShaderType::Fragment] = 0; in GenerateMinimumCaps()1110 caps.maxShaderImageUniforms[ShaderType::Compute] = 4; in GenerateMinimumCaps()1157 caps.maxShaderImageUniforms[ShaderType::Geometry] = 0; in GenerateMinimumCaps()1173 caps.maxShaderImageUniforms[ShaderType::TessControl] = 0; in GenerateMinimumCaps()1185 caps.maxShaderImageUniforms[ShaderType::TessEvaluation] = 0; in GenerateMinimumCaps()
258 ShaderMap<GLint> maxShaderImageUniforms = {}; member
1122 static_cast<GLuint>(caps.maxShaderImageUniforms[shaderType])) in flattenUniformsAndCheckCapsForShader()1125 caps.maxShaderImageUniforms[shaderType], infoLog); in flattenUniformsAndCheckCapsForShader()
1820 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Vertex]; in getIntegervImpl()1832 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Fragment]; in getIntegervImpl()1865 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Compute]; in getIntegervImpl()1950 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Geometry]; in getIntegervImpl()2019 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::TessControl]; in getIntegervImpl()2022 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::TessEvaluation]; in getIntegervImpl()3789 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderImageUniforms[shaderType], in initCaps()
128 mResources.MaxVertexImageUniforms = caps.maxShaderImageUniforms[ShaderType::Vertex]; in Compiler()129 mResources.MaxFragmentImageUniforms = caps.maxShaderImageUniforms[ShaderType::Fragment]; in Compiler()130 mResources.MaxComputeImageUniforms = caps.maxShaderImageUniforms[ShaderType::Compute]; in Compiler()185 mResources.MaxGeometryImageUniforms = caps.maxShaderImageUniforms[ShaderType::Geometry]; in Compiler()
1040 caps.maxShaderImageUniforms[ShaderType::Vertex] = 0; in GenerateMinimumCaps()1048 caps.maxShaderImageUniforms[ShaderType::Fragment] = 0; in GenerateMinimumCaps()1063 caps.maxShaderImageUniforms[ShaderType::Compute] = 4; in GenerateMinimumCaps()1110 caps.maxShaderImageUniforms[ShaderType::Geometry] = 0; in GenerateMinimumCaps()
664 ShaderMap<GLuint> maxShaderImageUniforms = {}; member
970 if (shaderUniformCount.imageCount > caps.maxShaderImageUniforms[shaderType]) in flattenUniformsAndCheckCapsForShader()973 caps.maxShaderImageUniforms[shaderType], infoLog); in flattenUniformsAndCheckCapsForShader()
1675 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Vertex]; in getIntegervImpl()1687 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Fragment]; in getIntegervImpl()1720 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Compute]; in getIntegervImpl()1805 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Geometry]; in getIntegervImpl()
814 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Vertex] = maxVertexPipelineImages; in ensureCapsInitialized()815 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::TessControl] = maxVertexPipelineImages; in ensureCapsInitialized()816 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::TessEvaluation] = maxVertexPipelineImages; in ensureCapsInitialized()817 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Geometry] = maxVertexPipelineImages; in ensureCapsInitialized()818 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Fragment] = in ensureCapsInitialized()820 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Compute] = maxPerStageImages; in ensureCapsInitialized()
996 caps->maxShaderImageUniforms[gl::ShaderType::Compute] = in GenerateCaps()1034 caps->maxShaderImageUniforms[gl::ShaderType::Vertex] = in GenerateCaps()1036 caps->maxShaderImageUniforms[gl::ShaderType::Fragment] = in GenerateCaps()1369 caps->maxShaderImageUniforms[gl::ShaderType::Geometry] = in GenerateCaps()1382 CapCombinedLimitToESShaders(&caps->maxCombinedImageUniforms, caps->maxShaderImageUniforms); in GenerateCaps()
1010 caps->maxShaderImageUniforms[gl::ShaderType::Compute] = caps->maxCombinedShaderOutputResources; in SetUAVRelatedResourceLimits()1011 caps->maxShaderImageUniforms[gl::ShaderType::Fragment] = caps->maxCombinedShaderOutputResources; in SetUAVRelatedResourceLimits()1021 caps->maxShaderImageUniforms[gl::ShaderType::Vertex] = in SetUAVRelatedResourceLimits()1025 caps->maxShaderImageUniforms[gl::ShaderType::Geometry] = in SetUAVRelatedResourceLimits()
307 mShaderReadonlyImageMetadata[shaderType].resize(caps.maxShaderImageUniforms[shaderType]); in init()308 mShaderImageMetadata[shaderType].resize(caps.maxShaderImageUniforms[shaderType]); in init()2687 mRenderer->getNativeCaps().maxShaderImageUniforms[type]); in setImageState()
996 caps->maxShaderImageUniforms[gl::ShaderType::Compute] = caps->maxCombinedShaderOutputResources; in SetUAVRelatedResourceLimits()997 caps->maxShaderImageUniforms[gl::ShaderType::Fragment] = caps->maxCombinedShaderOutputResources; in SetUAVRelatedResourceLimits()1007 caps->maxShaderImageUniforms[gl::ShaderType::Vertex] = in SetUAVRelatedResourceLimits()1011 caps->maxShaderImageUniforms[gl::ShaderType::Geometry] = in SetUAVRelatedResourceLimits()
309 mShaderReadonlyImageMetadata[shaderType].resize(caps.maxShaderImageUniforms[shaderType]); in init()310 mShaderImageMetadata[shaderType].resize(caps.maxShaderImageUniforms[shaderType]); in init()2752 ASSERT(index < mRenderer->getNativeCaps().maxShaderImageUniforms[type]); in setImageState()
1211 caps->maxShaderImageUniforms[gl::ShaderType::Compute] = in GenerateCaps()1249 caps->maxShaderImageUniforms[gl::ShaderType::Vertex] = in GenerateCaps()1251 caps->maxShaderImageUniforms[gl::ShaderType::Fragment] = in GenerateCaps()1651 caps->maxShaderImageUniforms[gl::ShaderType::Geometry] = in GenerateCaps()1664 CapCombinedLimitToESShaders(&caps->maxCombinedImageUniforms, caps->maxShaderImageUniforms); in GenerateCaps()