Searched refs:samplerUniform (Results 1 – 6 of 6) sorted by relevance
668 const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex]; in addTextureDescriptorSetDesc() local670 const std::string samplerName = GlslangGetMappedSamplerName(samplerUniform.name); in addTextureDescriptorSetDesc()678 if (gl::SamplerNameContainsNonZeroArrayElement(samplerUniform.name)) in addTextureDescriptorSetDesc()683 for (unsigned int outerArraySize : samplerUniform.outerArraySizes) in addTextureDescriptorSetDesc()690 if (!samplerUniform.isActive(shaderType)) in addTextureDescriptorSetDesc()1702 const gl::LinkedUniform &samplerUniform = programState->getUniforms()[uniformIndex]; in updateTexturesDescriptorSet() local1703 std::string mappedSamplerName = GlslangGetMappedSamplerName(samplerUniform.name); in updateTexturesDescriptorSet()1705 if (!samplerUniform.isActive(shaderType)) in updateTexturesDescriptorSet()1751 GlslangGetMappedSamplerName(samplerUniform.name); in updateTexturesDescriptorSet()1789 contextVk, unit.srgbDecode, samplerUniform.texelFetchStaticUse); in updateTexturesDescriptorSet()[all …]
383 const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex];384 bool isSamplerInStruct = samplerUniform.name.find('.') != std::string::npos;386 ? MSLGetMappedSamplerName(samplerUniform.name)387 : MSLGetMappedSamplerName(samplerUniform.mappedName);
476 const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex];477 std::string mappedSamplerName = GlslangGetMappedSamplerName(samplerUniform.name);
3666 const auto &samplerUniform = mState.mExecutable->getUniforms()[samplerIndex]; in linkSamplerAndImageBindings() local3667 TextureType textureType = SamplerTypeToTextureType(samplerUniform.type); in linkSamplerAndImageBindings()3668 GLenum samplerType = samplerUniform.typeInfo->type; in linkSamplerAndImageBindings()3669 unsigned int elementCount = samplerUniform.getBasicTypeElementCount(); in linkSamplerAndImageBindings()3670 SamplerFormat format = samplerUniform.typeInfo->samplerFormat; in linkSamplerAndImageBindings()4345 const auto &samplerUniform = mState.mExecutable->getUniforms()[samplerIndex]; in setUniformValuesFromBindingQualifiers() local4346 if (samplerUniform.binding != -1) in setUniformValuesFromBindingQualifiers()4348 UniformLocation location = getUniformLocation(samplerUniform.name); in setUniformValuesFromBindingQualifiers()4352 elementIndex < samplerUniform.getBasicTypeElementCount(); ++elementIndex) in setUniformValuesFromBindingQualifiers()4354 boundTextureUnits.push_back(samplerUniform.binding + elementIndex); in setUniformValuesFromBindingQualifiers()
740 const gl::LinkedUniform &samplerUniform = programState.getUniforms()[uniformIndex]; in updateActiveSamplers() local749 mActiveSamplerShaderBits[textureUnit] = samplerUniform.activeShaders(); in updateActiveSamplers()
849 const gl::LinkedUniform &samplerUniform = uniforms[uniformIndex]; in AssignTextureBindings() local851 if (gl::SamplerNameContainsNonZeroArrayElement(samplerUniform.name)) in AssignTextureBindings()856 if (UniformNameIsIndexZero(samplerUniform.name)) in AssignTextureBindings()859 const std::string samplerName = GlslangGetMappedSamplerName(samplerUniform.name); in AssignTextureBindings()863 samplerUniform.isActive(shaderType)) in AssignTextureBindings()