Searched refs:HasBoundBindlessImage (Results 1 – 6 of 6) sorted by relevance
174 shader->Program->sh.HasBoundBindlessImage = true; in set_opaque_binding()
100 shader->Program->sh.HasBoundBindlessImage = true; in set_opaque_binding()
1118 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessImage); in write_shader_metadata()1179 glprog->sh.HasBoundBindlessImage = blob_read_uint32(metadata); in read_shader_metadata()
1237 sh->Program->sh.HasBoundBindlessImage = true; in _mesa_uniform()1440 if (likely(!prog->sh.HasBoundBindlessImage)) in update_bound_bindless_image_flag()1449 prog->sh.HasBoundBindlessImage = false; in update_bound_bindless_image_flag()
2212 GLboolean HasBoundBindlessImage; member
612 if (likely(!prog->sh.HasBoundBindlessImage)) in st_make_bound_images_resident()