Searched refs:num_bindless_images (Results 1 – 1 of 1) sorted by relevance
495 this->num_bindless_images = 0; in start_shader()703 this->num_bindless_images = this->next_bindless_image; in handle_images()707 this->num_bindless_images * sizeof(GLenum)); in handle_images()710 i < this->num_bindless_images; in handle_images()1007 unsigned num_bindless_images; member in parcel_out_uniform_storage1415 if (parcel.num_bindless_images > 0) { in link_assign_uniform_storage()1416 shader->Program->sh.NumBindlessImages = parcel.num_bindless_images; in link_assign_uniform_storage()1419 parcel.num_bindless_images); in link_assign_uniform_storage()1420 for (unsigned j = 0; j < parcel.num_bindless_images; j++) { in link_assign_uniform_storage()