Searched refs:mActiveSampler (Results 1 – 2 of 2) sorted by relevance
396 mActiveSampler(0),474 mActiveSampler = 0; in initialize()1349 mGLES1State.mTexUnitEnables[mActiveSampler].set(TextureType::_2D, enabled); in setEnableFeature()1352 mGLES1State.mTexUnitEnables[mActiveSampler].set(TextureType::CubeMap, enabled); in setEnableFeature()1613 mActiveSampler = active; in setActiveSampler()1618 if (mExecutable && mExecutable->getActiveSamplersMask()[mActiveSampler] && in setSamplerTexture()1619 IsTextureCompatibleWithSampler(type, mExecutable->getActiveSamplerTypes()[mActiveSampler])) in setSamplerTexture()1621 updateTextureBinding(context, mActiveSampler, texture); in setSamplerTexture()1624 mSamplerTextures[type][mActiveSampler].set(context, texture); in setSamplerTexture()1631 return getSamplerTexture(static_cast<unsigned int>(mActiveSampler), type); in getTargetTexture()[all …]
304 unsigned int getActiveSampler() const { return static_cast<unsigned int>(mActiveSampler); } in getActiveSampler()1056 GLint mActiveSampler; // Active texture unit selector - GL_TEXTURE0 variable