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Searched refs:getIndexedUniformBuffer (Results 1 – 8 of 8) sorted by relevance

/external/angle/src/libANGLE/renderer/metal/
DProgramMtl.mm1351 glState.getIndexedUniformBuffer(block.binding);
1383 glState.getIndexedUniformBuffer(block.binding);
1444 glState.getIndexedUniformBuffer(block.binding);
1499 glState.getIndexedUniformBuffer(block.binding);
/external/angle/src/libANGLE/
DState.h454 const OffsetBindingPointer<Buffer> &getIndexedUniformBuffer(size_t index) const;
DState.cpp2073 const OffsetBindingPointer<Buffer> &State::getIndexedUniformBuffer(size_t index) const in getIndexedUniformBuffer() function in gl::State
DvalidationES.cpp576 state.getIndexedUniformBuffer(blockBinding); in ValidateProgramDrawStates()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DStateManager11.cpp3535 const auto &uniformBuffer = glState.getIndexedUniformBuffer(cache.binding); in syncUniformBuffersForShader()
3658 const auto &uniformBuffer = glState.getIndexedUniformBuffer(cache.binding); in syncUniformBuffersForShader()
/external/angle/src/libANGLE/renderer/vulkan/
DProgramExecutableVk.cpp1227 : glState.getIndexedUniformBuffer(block.binding); in updateBuffersDescriptorSet()
DContextVk.cpp1783 mState.getIndexedUniformBuffer(ubo.binding); in handleDirtyShaderResourcesImpl()
6262 mState.getIndexedUniformBuffer(block.binding); in endRenderPassIfComputeReadAfterTransformFeedbackWrite()
/external/angle/src/libANGLE/renderer/gl/
DStateManagerGL.cpp980 const auto &uniformBuffer = glState.getIndexedUniformBuffer(binding); in updateProgramUniformBufferBindings()