Searched refs:imageUnitIndex (Results 1 – 4 of 4) sorted by relevance
/external/angle/src/libANGLE/renderer/gl/ |
D | StateManagerGL.cpp | 262 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()
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/external/angle/src/libANGLE/ |
D | State.cpp | 3269 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()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | StateManager11.cpp | 2784 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()
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/external/angle/src/libANGLE/renderer/vulkan/ |
D | ContextVk.cpp | 1166 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()
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