Searched refs:m_bindings (Results 1 – 3 of 3) sorted by relevance
46 (deUint32)m_bindings.size(), in addBinding()59 (deUint32)m_bindings.size(), // binding in addBinding()65 m_bindings.push_back(binding); in addBinding()98 m_bindings.push_back(binding); in addIndexedBinding()105 std::vector<VkDescriptorSetLayoutBinding> bindings = m_bindings; in build()
100 std::vector<VkDescriptorSetLayoutBinding> m_bindings; member in vk::DescriptorSetLayoutBuilder
347 std::vector<glw::GLint> m_bindings; member in deqp::gles31::Functional::__anon196ef6fa0111::LayoutBindingRenderCase554 m_bindings.push_back(bpoint); in initBindingPoints()559 m_bindings.push_back(numBindingPoints-1); in initBindingPoints()582 m_bindings.push_back(bpoint); in initBindingPoints()588 m_bindings.push_back(bpoint); in initBindingPoints()599 m_bindings.push_back(binding+ndx); in initBindingPoints()607 m_bindings.push_back(binding+ndx); in initBindingPoints()1064 initializeTexture(m_bindings[texNdx], m_textures[texNdx], m_textureColors[texNdx]); in init()1102 const glw::GLint binding = m_bindings[iterNdx]; in iterate()1133 …shaderUniformDecl << "layout(binding = " << m_bindings[declNdx] << ") uniform highp " << samplerTy… in generateShaders()[all …]