Searched refs:mDescriptorSets (Results 1 – 2 of 2) sorted by relevance
275 mDescriptorSets.fill(VK_NULL_HANDLE); in reset()473 mDescriptorSets[DescriptorSetIndex::UniformsAndXfb] = descriptorSet; in allocUniformAndXfbDescriptorSet()493 mDescriptorSets[DescriptorSetIndex::UniformsAndXfb]); in allocUniformAndXfbDescriptorSet()517 &mDescriptorSets[descriptorSetIndex], newPoolAllocatedOut)); in allocateDescriptorSetAndGetInfo()1169 *bufferHelper, 0, size, mDescriptorSets[DescriptorSetIndex::UniformsAndXfb], in updateDefaultUniformsDescriptorSet()1179 if (mDescriptorSets[DescriptorSetIndex::ShaderResource] == VK_NULL_HANDLE) in getOrAllocateShaderResourcesDescriptorSet()1194 *shaderBuffersDesc, mDescriptorSets[DescriptorSetIndex::ShaderResource]); in getOrAllocateShaderResourcesDescriptorSet()1197 *descriptorSetOut = mDescriptorSets[DescriptorSetIndex::ShaderResource]; in getOrAllocateShaderResourcesDescriptorSet()1504 mDescriptorSets[DescriptorSetIndex::ShaderResource] = VK_NULL_HANDLE; in updateShaderResourcesDescriptorSet()1513 mDescriptorSets[DescriptorSetIndex::ShaderResource] = descriptorSet; in updateShaderResourcesDescriptorSet()[all …]
274 vk::DescriptorSetArray<VkDescriptorSet> mDescriptorSets; variable