Searched refs:maxShaderImageUniforms (Results 1 – 9 of 9) sorted by relevance
183 mResources.MaxVertexImageUniforms = caps.maxShaderImageUniforms[ShaderType::Vertex]; in Compiler()184 mResources.MaxFragmentImageUniforms = caps.maxShaderImageUniforms[ShaderType::Fragment]; in Compiler()185 mResources.MaxComputeImageUniforms = caps.maxShaderImageUniforms[ShaderType::Compute]; in Compiler()241 mResources.MaxGeometryImageUniforms = caps.maxShaderImageUniforms[ShaderType::Geometry]; in Compiler()252 mResources.MaxTessControlImageUniforms = caps.maxShaderImageUniforms[ShaderType::TessControl]; in Compiler()268 caps.maxShaderImageUniforms[ShaderType::TessEvaluation]; in Compiler()
1316 caps.maxShaderImageUniforms[ShaderType::Vertex] = 0; in GenerateMinimumCaps()1324 caps.maxShaderImageUniforms[ShaderType::Fragment] = 0; in GenerateMinimumCaps()1339 caps.maxShaderImageUniforms[ShaderType::Compute] = 4; in GenerateMinimumCaps()1386 caps.maxShaderImageUniforms[ShaderType::Geometry] = 0; in GenerateMinimumCaps()1402 caps.maxShaderImageUniforms[ShaderType::TessControl] = 0; in GenerateMinimumCaps()1414 caps.maxShaderImageUniforms[ShaderType::TessEvaluation] = 0; in GenerateMinimumCaps()
908 ShaderMap<GLint> maxShaderImageUniforms = {}; member
1122 static_cast<GLuint>(caps.maxShaderImageUniforms[shaderType])) in flattenUniformsAndCheckCapsForShader()1125 caps.maxShaderImageUniforms[shaderType], infoLog); in flattenUniformsAndCheckCapsForShader()
1768 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Vertex]; in getIntegervImpl()1780 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Fragment]; in getIntegervImpl()1813 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Compute]; in getIntegervImpl()1898 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::Geometry]; in getIntegervImpl()1967 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::TessControl]; in getIntegervImpl()1970 *params = mState.mCaps.maxShaderImageUniforms[ShaderType::TessEvaluation]; in getIntegervImpl()3718 ANGLE_LIMIT_CAP(mState.mCaps.maxShaderImageUniforms[shaderType], in initCaps()
792 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Vertex] = maxVertexPipelineImages; in ensureCapsInitialized()793 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::TessControl] = maxVertexPipelineImages; in ensureCapsInitialized()794 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::TessEvaluation] = maxVertexPipelineImages; in ensureCapsInitialized()795 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Geometry] = maxVertexPipelineImages; in ensureCapsInitialized()796 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Fragment] = in ensureCapsInitialized()798 mNativeCaps.maxShaderImageUniforms[gl::ShaderType::Compute] = maxPerStageImages; in ensureCapsInitialized()
996 caps->maxShaderImageUniforms[gl::ShaderType::Compute] = caps->maxCombinedShaderOutputResources; in SetUAVRelatedResourceLimits()997 caps->maxShaderImageUniforms[gl::ShaderType::Fragment] = caps->maxCombinedShaderOutputResources; in SetUAVRelatedResourceLimits()1007 caps->maxShaderImageUniforms[gl::ShaderType::Vertex] = in SetUAVRelatedResourceLimits()1011 caps->maxShaderImageUniforms[gl::ShaderType::Geometry] = in SetUAVRelatedResourceLimits()
309 mShaderReadonlyImageMetadata[shaderType].resize(caps.maxShaderImageUniforms[shaderType]); in init()310 mShaderImageMetadata[shaderType].resize(caps.maxShaderImageUniforms[shaderType]); in init()2722 ASSERT(index < mRenderer->getNativeCaps().maxShaderImageUniforms[type]); in setImageState()
1219 caps->maxShaderImageUniforms[gl::ShaderType::Compute] = in GenerateCaps()1257 caps->maxShaderImageUniforms[gl::ShaderType::Vertex] = in GenerateCaps()1259 caps->maxShaderImageUniforms[gl::ShaderType::Fragment] = in GenerateCaps()1657 caps->maxShaderImageUniforms[gl::ShaderType::Geometry] = in GenerateCaps()1670 CapCombinedLimitToESShaders(&caps->maxCombinedImageUniforms, caps->maxShaderImageUniforms); in GenerateCaps()