Searched refs:getActiveShaderStorageBlockCount (Results 1 – 7 of 7) sorted by relevance
624 ANGLE_INLINE GLuint getActiveShaderStorageBlockCount() const in getActiveShaderStorageBlockCount() function627 return static_cast<GLuint>(mState.mExecutable->getActiveShaderStorageBlockCount()); in getActiveShaderStorageBlockCount()
264 ANGLE_INLINE GLuint getActiveShaderStorageBlockCount() const in getActiveShaderStorageBlockCount() function
304 return (index < static_cast<GLuint>(programObject->getActiveShaderStorageBlockCount())); in ValidateProgramResourceIndex()
3137 ASSERT(index < static_cast<GLuint>(mState.mExecutable->getActiveShaderStorageBlockCount())); in getShaderStorageBlockByIndex()
4056 if (program->getActiveShaderStorageBlockCount() > 0 || in dispatchCompute()4071 if (program->getActiveShaderStorageBlockCount() > 0 || in dispatchComputeIndirect()4277 for (size_t blockIndex = 0; blockIndex < program->getActiveShaderStorageBlockCount(); in markRawBufferUsage()
3715 for (size_t blockIndex = 0; blockIndex < program->getActiveShaderStorageBlockCount(); in syncShaderStorageBuffersForShader()
952 for (size_t blockIndex = 0; blockIndex < program->getActiveShaderStorageBlockCount(); in updateProgramStorageBufferBindings()2087 if (program->getActiveShaderStorageBlockCount() > 0) in syncState()