Searched refs:NumBindlessImages (Results 1 – 9 of 9) sorted by relevance
1117 blob_write_uint32(metadata, glprog->sh.NumBindlessImages); in write_shader_metadata()1119 for (i = 0; i < glprog->sh.NumBindlessImages; i++) { in write_shader_metadata()1178 glprog->sh.NumBindlessImages = blob_read_uint32(metadata); in read_shader_metadata()1180 if (glprog->sh.NumBindlessImages > 0) { in read_shader_metadata()1183 glprog->sh.NumBindlessImages); in read_shader_metadata()1185 for (i = 0; i < glprog->sh.NumBindlessImages; i++) { in read_shader_metadata()
169 if (index >= shader->Program->sh.NumBindlessImages) in set_opaque_binding()
95 if (index >= shader->Program->sh.NumBindlessImages) in set_opaque_binding()
810 sh->Program->sh.NumBindlessImages, in update_uniforms_shader_info()813 for (unsigned j = sh->Program->sh.NumBindlessImages; in update_uniforms_shader_info()818 sh->Program->sh.NumBindlessImages = state->next_bindless_image_index; in update_uniforms_shader_info()
1645 shader->Program->sh.NumBindlessImages = parcel.num_bindless_images; in link_assign_uniform_storage()
615 for (i = 0; i < prog->sh.NumBindlessImages; i++) { in st_make_bound_images_resident()
2570 prog->sh.NumBindlessImages)) { in _mesa_associate_uniform_storage()2581 assert(unit >= 0 && unit < prog->sh.NumBindlessImages); in _mesa_associate_uniform_storage()
1443 for (i = 0; i < prog->sh.NumBindlessImages; i++) { in update_bound_bindless_image_flag()
2211 GLuint NumBindlessImages; member