Searched refs:newPoolAllocated (Results 1 – 2 of 2) sorted by relevance
481 bool newPoolAllocated; in allocUniformAndXfbDescriptorSet() local483 &newPoolAllocated)); in allocUniformAndXfbDescriptorSet()486 if (newPoolAllocated) in allocUniformAndXfbDescriptorSet()1181 bool newPoolAllocated = false; in getOrAllocateShaderResourcesDescriptorSet() local1183 &newPoolAllocated)); in getOrAllocateShaderResourcesDescriptorSet()1188 if (newPoolAllocated) in getOrAllocateShaderResourcesDescriptorSet()1714 bool newPoolAllocated; in updateTexturesDescriptorSet() local1716 &newPoolAllocated)); in updateTexturesDescriptorSet()1719 if (newPoolAllocated) in updateTexturesDescriptorSet()
4937 bool newPoolAllocated; in updateDriverUniformsDescriptorSet() local4940 &driverUniforms->descriptorPoolBinding, &driverUniforms->descriptorSet, &newPoolAllocated)); in updateDriverUniformsDescriptorSet()4944 if (newPoolAllocated) in updateDriverUniformsDescriptorSet()