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Searched refs:HasBoundBindlessImage (Results 1 – 6 of 6) sorted by relevance

/external/mesa3d/src/compiler/glsl/
Dlink_uniform_initializers.cpp174 shader->Program->sh.HasBoundBindlessImage = true; in set_opaque_binding()
Dgl_nir_link_uniform_initializers.c100 shader->Program->sh.HasBoundBindlessImage = true; in set_opaque_binding()
Dserialize.cpp1118 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessImage); in write_shader_metadata()
1179 glprog->sh.HasBoundBindlessImage = blob_read_uint32(metadata); in read_shader_metadata()
/external/mesa3d/src/mesa/main/
Duniform_query.cpp1237 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()
Dmtypes.h2212 GLboolean HasBoundBindlessImage; member
/external/mesa3d/src/mesa/state_tracker/
Dst_texture.c612 if (likely(!prog->sh.HasBoundBindlessImage)) in st_make_bound_images_resident()