Searched refs:newTextureUnit (Results 1 – 1 of 1) sorted by relevance
4397 GLint newTextureUnit = v[arrayIndex]; in updateSamplerUniform() local4399 if (oldTextureUnit == newTextureUnit) in updateSamplerUniform()4404 boundTextureUnits[arrayIndex + locationInfo.arrayIndex] = newTextureUnit; in updateSamplerUniform()4408 uint32_t &newRefCount = mState.mExecutable->mActiveSamplerRefCounts[newTextureUnit]; in updateSamplerUniform()4415 TextureType &newSamplerType = mState.mExecutable->mActiveSamplerTypes[newTextureUnit]; in updateSamplerUniform()4417 SamplerFormat &newSamplerFormat = mState.mExecutable->mActiveSamplerFormats[newTextureUnit]; in updateSamplerUniform()4424 mState.mExecutable->mActiveSamplersMask.set(newTextureUnit); in updateSamplerUniform()4425 mState.mExecutable->mActiveSamplerShaderBits[newTextureUnit] = in updateSamplerUniform()4469 context->onSamplerUniformChange(newTextureUnit); in updateSamplerUniform()