Searched refs:NumBindlessSamplers (Results 1 – 8 of 8) sorted by relevance
1121 blob_write_uint32(metadata, glprog->sh.NumBindlessSamplers); in write_shader_metadata()1123 for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) { in write_shader_metadata()1173 glprog->sh.NumBindlessSamplers = blob_read_uint32(metadata); in read_shader_metadata()1175 if (glprog->sh.NumBindlessSamplers > 0) { in read_shader_metadata()1178 glprog->sh.NumBindlessSamplers); in read_shader_metadata()1180 for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) { in read_shader_metadata()
77 if (index >= shader->Program->sh.NumBindlessSamplers) in set_opaque_binding()
792 sh->Program->sh.NumBindlessSamplers, in update_uniforms_shader_info()795 for (unsigned j = sh->Program->sh.NumBindlessSamplers; in update_uniforms_shader_info()801 sh->Program->sh.NumBindlessSamplers = in update_uniforms_shader_info()
636 GLuint NumBindlessSamplers; member
1029 if (storage->is_bindless && (prog->sh.NumBindlessSamplers || in associate_uniform_storage()1037 assert(unit >= 0 && unit < prog->sh.NumBindlessSamplers); in associate_uniform_storage()1975 for (i = 0; i < prog->sh.NumBindlessSamplers; i++) { in update_bound_bindless_sampler_flag()
755 for (s = 0; s < prog[i]->sh.NumBindlessSamplers; s++) { in update_program_texture_state()
126 for (s = 0; s < prog->sh.NumBindlessSamplers; s++) { in _mesa_update_shader_textures_used()
569 for (i = 0; i < prog->sh.NumBindlessSamplers; i++) { in st_make_bound_samplers_resident()