Searched refs:NumBindlessImages (Results 1 – 6 of 6) sorted by relevance
1128 blob_write_uint32(metadata, glprog->sh.NumBindlessImages); in write_shader_metadata()1130 for (i = 0; i < glprog->sh.NumBindlessImages; i++) { in write_shader_metadata()1186 glprog->sh.NumBindlessImages = blob_read_uint32(metadata); in read_shader_metadata()1188 if (glprog->sh.NumBindlessImages > 0) { in read_shader_metadata()1191 glprog->sh.NumBindlessImages); in read_shader_metadata()1193 for (i = 0; i < glprog->sh.NumBindlessImages; i++) { in read_shader_metadata()
95 if (index >= shader->Program->sh.NumBindlessImages) in set_opaque_binding()
848 sh->Program->sh.NumBindlessImages, in update_uniforms_shader_info()851 for (unsigned j = sh->Program->sh.NumBindlessImages; in update_uniforms_shader_info()856 sh->Program->sh.NumBindlessImages = state->next_bindless_image_index; in update_uniforms_shader_info()
644 GLuint NumBindlessImages; member
1030 prog->sh.NumBindlessImages)) { in associate_uniform_storage()1041 assert(unit >= 0 && unit < prog->sh.NumBindlessImages); in associate_uniform_storage()1992 for (i = 0; i < prog->sh.NumBindlessImages; i++) { in update_bound_bindless_image_flag()
616 for (i = 0; i < prog->sh.NumBindlessImages; i++) { in st_make_bound_images_resident()