Searched refs:NumBindlessSamplers (Results 1 – 9 of 9) sorted by relevance
1027 blob_write_uint32(metadata, glprog->sh.NumBindlessSamplers); in write_shader_metadata()1029 for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) { in write_shader_metadata()1079 glprog->sh.NumBindlessSamplers = blob_read_uint32(metadata); in read_shader_metadata()1081 if (glprog->sh.NumBindlessSamplers > 0) { in read_shader_metadata()1084 glprog->sh.NumBindlessSamplers); in read_shader_metadata()1086 for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) { in read_shader_metadata()
148 if (index >= shader->Program->sh.NumBindlessSamplers) in set_opaque_binding()
1405 shader->Program->sh.NumBindlessSamplers = parcel.num_bindless_samplers; in link_assign_uniform_storage()
567 for (i = 0; i < prog->sh.NumBindlessSamplers; i++) { in st_make_bound_samplers_resident()
735 for (s = 0; s < prog[i]->sh.NumBindlessSamplers; s++) { in update_program_texture_state()
1357 for (i = 0; i < prog->sh.NumBindlessSamplers; i++) { in update_bound_bindless_sampler_flag()
2187 GLuint NumBindlessSamplers; member
126 for (s = 0; s < prog->sh.NumBindlessSamplers; s++) { in _mesa_update_shader_textures_used()
2590 if (storage->is_bindless && (prog->sh.NumBindlessSamplers || in _mesa_associate_uniform_storage()2598 assert(unit >= 0 && unit < prog->sh.NumBindlessSamplers); in _mesa_associate_uniform_storage()