Searched refs:image2DBindLayout (Results 1 – 5 of 5) sorted by relevance
23 const gl::ImageUnitTextureTypeMap &image2DBindLayout);30 const gl::ImageUnitTextureTypeMap &image2DBindLayout) in GenerateComputeShaderForImage2DBindSignature() argument34 image2DBindLayout); in GenerateComputeShaderForImage2DBindSignature()
705 const gl::ImageUnitTextureTypeMap &image2DBindLayout, in OutputHLSLImage2DUniformGroup() argument726 switch (image2DBindLayout.at(uniform.binding + index)) in OutputHLSLImage2DUniformGroup()794 switch (image2DBindLayout.at(uniform.binding + index)) in OutputHLSLImage2DUniformGroup()860 const gl::ImageUnitTextureTypeMap &image2DBindLayout) in generateShaderForImage2DBindSignature() argument875 switch (image2DBindLayout.at(image2D.binding + index)) in generateShaderForImage2DBindSignature()908 image2DBindLayout, &groupTextureRegisterIndex, in generateShaderForImage2DBindSignature()
162 const gl::ImageUnitTextureTypeMap &image2DBindLayout) const;
107 gl::ImageUnitTextureTypeMap *image2DBindLayout) in GetDefaultImage2DBindLayoutFromComputeShader() argument109 image2DBindLayout->clear(); in GetDefaultImage2DBindLayoutFromComputeShader()117 image2DBindLayout->insert(std::make_pair(0, gl::TextureType::_2D)); in GetDefaultImage2DBindLayoutFromComputeShader()123 image2DBindLayout->insert( in GetDefaultImage2DBindLayoutFromComputeShader()1528 for (auto &image2DBindLayout : mComputeShaderImage2DBindLayoutCache) in save() local1530 stream->writeInt(image2DBindLayout.first); in save()3154 for (auto &image2DBindLayout : mComputeShaderImage2DBindLayoutCache) in updateCachedComputeImage2DBindLayout() local3156 const gl::ImageUnit &imageUnit = glState.getImageUnit(image2DBindLayout.first); in updateCachedComputeImage2DBindLayout()3159 image2DBindLayout.second = imageUnit.texture->getType(); in updateCachedComputeImage2DBindLayout()3163 image2DBindLayout.second = gl::TextureType::_2D; in updateCachedComputeImage2DBindLayout()
361 const gl::ImageUnitTextureTypeMap &image2DBindLayout) const in generateComputeShaderForImage2DBindSignature()372 image2DUniforms, image2DBindLayout); in generateComputeShaderForImage2DBindSignature()