Searched refs:imageUniform (Results 1 – 6 of 6) sorted by relevance
139 TIntermSymbol *imageUniform = imageExpression->getAsSymbolNode(); in RewriteBuiltinFunctionCall() local144 imageUniform = asBinary->getLeft()->getAsSymbolNode(); in RewriteBuiltinFunctionCall()147 ASSERT(imageUniform); in RewriteBuiltinFunctionCall()148 if (!IsR32fImage(imageUniform->getType())) in RewriteBuiltinFunctionCall()153 ASSERT(imageMap.find(&imageUniform->variable()) != imageMap.end()); in RewriteBuiltinFunctionCall()154 const TVariable *replacementImage = imageMap.at(&imageUniform->variable()); in RewriteBuiltinFunctionCall()
82 const auto &imageUniform = uniforms[uniformIndex]; in CheckExportedImageUniform() local83 ASSERT_EQ(imageTypeGL, imageUniform.type); in CheckExportedImageUniform()84 ASSERT_STREQ(imageUniform.name.c_str(), imageName.c_str()); in CheckExportedImageUniform()
593 const gl::LinkedUniform &imageUniform = uniforms[uniformIndex]; in addImageDescriptorSetDesc() local595 std::string imageName = GlslangGetMappedSamplerName(imageUniform.name); in addImageDescriptorSetDesc()603 if (gl::SamplerNameContainsNonZeroArrayElement(imageUniform.name)) in addImageDescriptorSetDesc()608 for (unsigned int outerArraySize : imageUniform.outerArraySizes) in addImageDescriptorSetDesc()615 if (!imageUniform.isActive(shaderType)) in addImageDescriptorSetDesc()1435 const gl::LinkedUniform &imageUniform = uniforms[uniformIndex]; in updateImagesDescriptorSet() local1437 if (!imageUniform.isActive(shaderType)) in updateImagesDescriptorSet()1445 std::string mappedImageName = GlslangGetMappedSamplerName(imageUniform.name); in updateImagesDescriptorSet()1463 if (imageUniform.imageUnitFormat != GL_NONE) in updateImagesDescriptorSet()1465 format = &renderer->getFormat(imageUniform.imageUnitFormat); in updateImagesDescriptorSet()[all …]
3639 auto &imageUniform = mState.mExecutable->getUniforms()[imageIndex]; in linkSamplerAndImageBindings() local3640 TextureType textureType = ImageTypeToTextureType(imageUniform.type); in linkSamplerAndImageBindings()3641 const GLuint arraySize = imageUniform.isArray() ? imageUniform.arraySizes[0] : 1u; in linkSamplerAndImageBindings()3643 if (imageUniform.binding == -1) in linkSamplerAndImageBindings()3646 ImageBinding(imageUniform.getBasicTypeElementCount(), textureType)); in linkSamplerAndImageBindings()3653 ImageBinding(imageUniform.binding + imageUniform.parentArrayIndex() * arraySize, in linkSamplerAndImageBindings()3654 imageUniform.getBasicTypeElementCount(), textureType)); in linkSamplerAndImageBindings()3657 *combinedImageUniforms += imageUniform.activeShaderCount() * arraySize; in linkSamplerAndImageBindings()
824 const gl::LinkedUniform &imageUniform = executable.getUniforms()[uniformIndex]; in updateActiveImages() local825 const ShaderBitSet shaderBits = imageUniform.activeShaders(); in updateActiveImages()
835 const gl::LinkedUniform &imageUniform = uniforms[uniformIndex]; in AssignImageBindings() local837 std::string name = imageUniform.mappedName; in AssignImageBindings()847 !imageUniform.isActive(uniformBindingInfo.frontShaderType); in AssignImageBindings()