Searched refs:fNumSamplers (Results 1 – 10 of 10) sorted by relevance
48 fNumSamplers = samplers.count(); in GrVkPipelineState()120 if (!fNumSamplers) { in setAndBindTextures()127 SkAutoSTArray<8, SamplerBindings> samplerBindings(fNumSamplers); in setAndBindTextures()149 SkASSERT(fNumSamplers == currTextureBinding); in setAndBindTextures()152 if (fNumSamplers == 1) { in setAndBindTextures()176 for (int i = 0; i < fNumSamplers; ++i) { in setAndBindTextures()223 if (fNumSamplers == 1) { in setAndBindTextures()
133 int fNumSamplers; variable
40 , fNumSamplers(numSamplers) in GrD3DPipelineState()98 std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> shaderResourceViews(fNumSamplers); in setAndBindTextures()99 std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> samplers(fNumSamplers); in setAndBindTextures()129 SkASSERT(fNumSamplers == currTextureBinding); in setAndBindTextures()132 if (fNumSamplers > 0) { in setAndBindTextures()
116 unsigned int fNumSamplers; variable
63 fNumSamplers = samplers.count(); in GrVkPipelineState()65 for (int i = 0; i < fNumSamplers; ++i) { in GrVkPipelineState()208 SkAutoSTMalloc<8, SamplerBindings> samplerBindings(fNumSamplers); in setAndBindTextures()241 SkASSERT(fNumSamplers == currTextureBinding); in setAndBindTextures()242 if (fNumSamplers) { in setAndBindTextures()249 for (int i = 0; i < fNumSamplers; ++i) { in setAndBindTextures()
155 int fNumSamplers; variable
48 , fNumSamplers(numSamplers) function107 SkASSERT(fNumSamplers == fSamplerBindings.count());125 SkASSERT(fNumSamplers == fSamplerBindings.count());126 for (int index = 0; index < fNumSamplers; ++index) {
127 int fNumSamplers; variable
53 , fNumSamplers(numSamplers) function108 SkASSERT(fNumSamplers == fSamplerBindings.count());132 SkASSERT(fNumSamplers == fSamplerBindings.count());133 for (int index = 0; index < fNumSamplers; ++index) {
118 int fNumSamplers; variable