Searched refs:mActiveSampler (Results 1 – 2 of 2) sorted by relevance
366 mActiveSampler(0), in State()432 mActiveSampler = 0; in initialize()1167 mGLES1State.mTexUnitEnables[mActiveSampler].set(TextureType::_2D, enabled); in setEnableFeature()1170 mGLES1State.mTexUnitEnables[mActiveSampler].set(TextureType::CubeMap, enabled); in setEnableFeature()1302 return mGLES1State.mTexUnitEnables[mActiveSampler].test(TextureType::_2D); in getEnableFeature()1304 return mGLES1State.mTexUnitEnables[mActiveSampler].test(TextureType::CubeMap); in getEnableFeature()1394 mActiveSampler = active; in setActiveSampler()1399 if (mExecutable && mExecutable->getActiveSamplersMask()[mActiveSampler] && in setSamplerTexture()1400 IsTextureCompatibleWithSampler(type, mExecutable->getActiveSamplerTypes()[mActiveSampler])) in setSamplerTexture()1402 updateActiveTexture(context, mActiveSampler, texture); in setSamplerTexture()[all …]
272 unsigned int getActiveSampler() const { return static_cast<unsigned int>(mActiveSampler); } in getActiveSampler()916 size_t mActiveSampler; // Active texture unit selector - GL_TEXTURE0 variable