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Searched refs:imageUnitIndex (Results 1 – 4 of 4) sorted by relevance

/external/angle/src/libANGLE/renderer/gl/
DStateManagerGL.cpp262 for (size_t imageUnitIndex = 0; imageUnitIndex < mImages.size(); imageUnitIndex++) in deleteTexture() local
264 if (mImages[imageUnitIndex].texture == texture) in deleteTexture()
266 bindImageTexture(imageUnitIndex, 0, 0, false, 0, GL_READ_ONLY, GL_R32UI); in deleteTexture()
1037 for (size_t imageUnitIndex : executable->getActiveImagesMask()) in updateProgramImageBindings() local
1039 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in updateProgramImageBindings()
1043 bindImageTexture(imageUnitIndex, textureGL->getTextureID(), imageUnit.level, in updateProgramImageBindings()
1049 bindImageTexture(imageUnitIndex, 0, imageUnit.level, imageUnit.layered, imageUnit.layer, in updateProgramImageBindings()
/external/angle/src/libANGLE/
DState.cpp3269 for (size_t imageUnitIndex : mExecutable->getActiveImagesMask()) in syncImagesInit() local
3271 Texture *texture = mImageUnits[imageUnitIndex].texture.get(); in syncImagesInit()
3332 for (size_t imageUnitIndex : mDirtyImages) in syncImages() local
3334 Texture *texture = mImageUnits[imageUnitIndex].texture.get(); in syncImages()
3475 for (size_t imageUnitIndex : executable.getActiveImagesMask()) in onProgramExecutableChange() local
3477 Texture *image = mImageUnits[imageUnitIndex].texture.get(); in onProgramExecutableChange()
3515 for (size_t imageUnitIndex : programPipeline->getExecutable().getActiveImagesMask()) in onProgramPipelineExecutableChange() local
3517 Texture *image = mImageUnits[imageUnitIndex].texture.get(); in onProgramPipelineExecutableChange()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DStateManager11.cpp2784 GLint imageUnitIndex = in applyTexturesForSRVs() local
2786 ASSERT(imageUnitIndex != -1); in applyTexturesForSRVs()
2787 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in applyTexturesForSRVs()
2810 GLint imageUnitIndex = mProgramD3D->getImageMapping(shaderType, imageIndex, false, caps); in applyTexturesForUAVs() local
2811 ASSERT(imageUnitIndex != -1); in applyTexturesForUAVs()
2812 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in applyTexturesForUAVs()
/external/angle/src/libANGLE/renderer/vulkan/
DContextVk.cpp1166 for (size_t imageUnitIndex : executable->getActiveImagesMask()) in renderPassUsesStorageResources() local
1168 const gl::Texture *texture = mState.getImageUnit(imageUnitIndex).texture.get(); in renderPassUsesStorageResources()
5155 for (size_t imageUnitIndex : activeImages) in updateActiveImages() local
5157 const gl::ImageUnit &imageUnit = glState.getImageUnit(imageUnitIndex); in updateActiveImages()
5165 mActiveImages[imageUnitIndex] = textureVk; in updateActiveImages()
5170 gl::ShaderBitSet shaderStages = activeImageShaderBits[imageUnitIndex]; in updateActiveImages()