Searched refs:getActiveShaderStorageBlockCount (Results 1 – 7 of 7) sorted by relevance
657 ANGLE_INLINE GLuint getActiveShaderStorageBlockCount() const in getActiveShaderStorageBlockCount() function660 return static_cast<GLuint>(mState.mExecutable->getActiveShaderStorageBlockCount()); in getActiveShaderStorageBlockCount()
305 ANGLE_INLINE GLuint getActiveShaderStorageBlockCount() const in getActiveShaderStorageBlockCount() function
302 return (index < static_cast<GLuint>(programObject->getActiveShaderStorageBlockCount())); in ValidateProgramResourceIndex()
3126 ASSERT(index < static_cast<GLuint>(mState.mExecutable->getActiveShaderStorageBlockCount())); in getShaderStorageBlockByIndex()
4045 if (program->getActiveShaderStorageBlockCount() > 0 || in dispatchCompute()4060 if (program->getActiveShaderStorageBlockCount() > 0 || in dispatchComputeIndirect()4266 for (size_t blockIndex = 0; blockIndex < program->getActiveShaderStorageBlockCount(); in markRawBufferUsage()
3685 for (size_t blockIndex = 0; blockIndex < program->getActiveShaderStorageBlockCount(); in syncShaderStorageBuffersForShader()
947 for (size_t blockIndex = 0; blockIndex < program->getActiveShaderStorageBlockCount(); in updateProgramStorageBufferBindings()2082 if (program->getActiveShaderStorageBlockCount() > 0) in syncState()