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Searched refs:ImageUnit (Results 1 – 12 of 12) sorted by relevance

/external/angle/src/libANGLE/
Dangletypes.cpp225 ImageUnit::ImageUnit() in ImageUnit() function in gl::ImageUnit
229 ImageUnit::ImageUnit(const ImageUnit &other) = default;
231 ImageUnit::~ImageUnit() = default;
Dangletypes.h346 struct ImageUnit struct
348 ImageUnit();
349 ImageUnit(const ImageUnit &other);
350 ~ImageUnit();
DState.h692 const ImageUnit &getImageUnit(size_t unit) const { return mImageUnits[unit]; } in getImageUnit()
942 std::vector<ImageUnit> mImageUnits;
DState.cpp3286 ImageUnit &imageUnit = mImageUnits[unit]; in setImageUnit()
3339 const ImageUnit &image = mImageUnits[unit]; in onImageStateChange()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DStateManager11.h55 const gl::ImageUnit &imageUnit);
153 bool updateImageMetadata(ImageMetadata *data, const gl::ImageUnit &imageUnit);
354 const gl::ImageUnit &imageUnit);
359 const gl::ImageUnit &imageUnit);
DStateManager11.cpp448 bool ShaderConstants11::updateImageMetadata(ImageMetadata *data, const gl::ImageUnit &imageUnit) in updateImageMetadata()
571 const gl::ImageUnit &imageUnit) in onImageChange()
2712 const gl::ImageUnit &imageUnit) in setImageState()
2779 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in applyTexturesForSRVs()
2804 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in applyTexturesForUAVs()
2828 const gl::ImageUnit &imageUnit) in setTextureForImage()
DTextureStorage11.h125 const gl::ImageUnit &imageUnit,
128 const gl::ImageUnit &imageUnit,
DTextureStorage11.cpp394 const gl::ImageUnit &imageUnit, in getSRVForImage()
427 const gl::ImageUnit &imageUnit, in getUAVForImage()
/external/angle/src/libANGLE/renderer/vulkan/
DProgramExecutableVk.cpp1091 const gl::ImageUnit &binding = glState.getImageUnit(imageUnit); in updateImagesDescriptorSet()
DContextVk.cpp3742 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in updateActiveImages()
/external/angle/src/libANGLE/renderer/gl/
DStateManagerGL.cpp956 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in updateProgramImageBindings()
/external/angle/src/libANGLE/renderer/d3d/
DProgramD3D.cpp3111 const gl::ImageUnit &imageUnit = glState.getImageUnit(image2DBindLayout.first); in updateCachedComputeImage2DBindLayout()