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Searched refs:newPoolAllocated (Results 1 – 2 of 2) sorted by relevance

/external/angle/src/libANGLE/renderer/vulkan/
DProgramExecutableVk.cpp481 bool newPoolAllocated; in allocUniformAndXfbDescriptorSet() local
483 &newPoolAllocated)); in allocUniformAndXfbDescriptorSet()
486 if (newPoolAllocated) in allocUniformAndXfbDescriptorSet()
1181 bool newPoolAllocated = false; in getOrAllocateShaderResourcesDescriptorSet() local
1183 &newPoolAllocated)); in getOrAllocateShaderResourcesDescriptorSet()
1188 if (newPoolAllocated) in getOrAllocateShaderResourcesDescriptorSet()
1714 bool newPoolAllocated; in updateTexturesDescriptorSet() local
1716 &newPoolAllocated)); in updateTexturesDescriptorSet()
1719 if (newPoolAllocated) in updateTexturesDescriptorSet()
DContextVk.cpp4937 bool newPoolAllocated; in updateDriverUniformsDescriptorSet() local
4940 &driverUniforms->descriptorPoolBinding, &driverUniforms->descriptorSet, &newPoolAllocated)); in updateDriverUniformsDescriptorSet()
4944 if (newPoolAllocated) in updateDriverUniformsDescriptorSet()