Searched refs:m_bindings (Results 1 – 4 of 4) sorted by relevance
46 (deUint32)m_bindings.size(), in addBinding()59 (deUint32)m_bindings.size(), // binding in addBinding()65 m_bindings.push_back(binding); in addBinding()98 m_bindings.push_back(binding); in addIndexedBinding()105 std::vector<VkDescriptorSetLayoutBinding> bindings = m_bindings; in build()
100 std::vector<VkDescriptorSetLayoutBinding> m_bindings; member in vk::DescriptorSetLayoutBuilder
348 std::vector<glw::GLint> m_bindings; member in deqp::gles31::Functional::__anon893987d80111::LayoutBindingRenderCase566 m_bindings.push_back(bpoint); in initBindingPoints()571 m_bindings.push_back(numBindingPoints-1); in initBindingPoints()594 m_bindings.push_back(bpoint); in initBindingPoints()600 m_bindings.push_back(bpoint); in initBindingPoints()611 m_bindings.push_back(binding+ndx); in initBindingPoints()619 m_bindings.push_back(binding+ndx); in initBindingPoints()1077 initializeTexture(m_bindings[texNdx], m_textures[texNdx], m_textureColors[texNdx]); in init()1115 const glw::GLint binding = m_bindings[iterNdx]; in iterate()1146 …shaderUniformDecl << "layout(binding = " << m_bindings[declNdx] << ") uniform highp " << samplerTy… in generateShaders()[all …]
380 const vector<DescriptorSp> getBindings (void) const { return m_bindings; } in getBindings()383 vector<DescriptorSp> m_bindings; member in vkt::BindingModel::__anone49c327d0111::DescriptorSet1391 m_bindings.push_back(descriptor); in addBinding()