Searched refs:samplerCount (Results 1 – 10 of 10) sorted by relevance
270 int samplerCount = 0; in writeConstructor() local274 ++samplerCount; in writeConstructor()284 if (samplerCount) { in writeConstructor()285 this->writef(" this->setTextureSamplerCnt(%d);\n", samplerCount); in writeConstructor()
246 int samplerCount = 0; in getSamplerHandle() local249 return "args.fTexSamplers[" + to_string(samplerCount) + "]"; in getSamplerHandle()252 ++samplerCount; in getSamplerHandle()1128 int samplerCount = 0; in writeClone() local1131 ++samplerCount; in writeClone()1134 if (samplerCount) { in writeClone()1135 this->writef(" this->setTextureSamplerCnt(%d);", samplerCount); in writeClone()
268 int samplerCount = 0; in writeConstructor() local271 ++samplerCount; in writeConstructor()277 if (samplerCount) { in writeConstructor()278 this->writef(" this->setTextureSamplerCnt(%d);", samplerCount); in writeConstructor()
220 int samplerCount = 0; in getSamplerHandle() local223 return "args.fTexSamplers[" + to_string(samplerCount) + "]"; in getSamplerHandle()226 ++samplerCount; in getSamplerHandle()1010 int samplerCount = 0; in writeClone() local1013 ++samplerCount; in writeClone()1019 if (samplerCount) { in writeClone()1020 this->writef(" this->setTextureSamplerCnt(%d);", samplerCount); in writeClone()
363 unsigned int samplerCount = 0; member372 lhs.samplerCount += rhs.samplerCount; in operator +=()520 mUniformCount.samplerCount += (isSampler ? elementCount : 0); in visitNamedVariable()1113 if (shaderUniformCount.samplerCount > in flattenUniformsAndCheckCapsForShader()
384 size_t samplerCount = stream->readInt<size_t>(); in load() local385 for (size_t samplerIndex = 0; samplerIndex < samplerCount; ++samplerIndex) in load()
467 unsigned int samplerCount,
985 size_t samplerCount = stream->readInt<size_t>(); in load() local986 for (size_t sampleIndex = 0; sampleIndex < samplerCount; ++sampleIndex) in load()2817 unsigned int samplerCount, in AssignSamplers() argument2835 } while (samplerIndex < startSamplerIndex + samplerCount); in AssignSamplers()
3251 int samplerCount = (shaderType == gl::ShaderType::Fragment) in applyTextures() local3256 for (int samplerIndex = samplerRange.high(); samplerIndex < samplerCount; samplerIndex++) in applyTextures()
3149 …int samplerCount = (samplerType == sw::SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : MAX_VERTEX_TEXTU… in applyTextures() local3151 for(int samplerIndex = 0; samplerIndex < samplerCount; samplerIndex++) in applyTextures()