Searched refs:textureUnitIndex (Results 1 – 9 of 9) sorted by relevance
188 SamplerFormat getSamplerFormatForTextureUnitIndex(size_t textureUnitIndex) const in getSamplerFormatForTextureUnitIndex() argument190 return mActiveSamplerFormats[textureUnitIndex]; in getSamplerFormatForTextureUnitIndex()192 const ShaderBitSet getSamplerShaderBitsForTextureUnitIndex(size_t textureUnitIndex) const in getSamplerShaderBitsForTextureUnitIndex() argument194 return mActiveSamplerShaderBits[textureUnitIndex]; in getSamplerShaderBitsForTextureUnitIndex()371 void setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex,
799 size_t textureUnitIndex, in setSamplerUniformTextureTypeAndFormat() argument813 if (textureUnit == textureUnitIndex) in setSamplerUniformTextureTypeAndFormat()841 mActiveSamplerTypes[textureUnitIndex] = foundType; in setSamplerUniformTextureTypeAndFormat()842 mActiveSamplerYUV[textureUnitIndex] = foundYUV; in setSamplerUniformTextureTypeAndFormat()843 mActiveSamplerFormats[textureUnitIndex] = foundFormat; in setSamplerUniformTextureTypeAndFormat()
3254 for (size_t textureUnitIndex : mExecutable->getActiveSamplersMask()) in syncTexturesInit() local3256 Texture *texture = mActiveTexturesCache[textureUnitIndex]; in syncTexturesInit()3535 void State::setTextureDirty(size_t textureUnitIndex) in setTextureDirty() argument3538 mDirtyTextures.set(textureUnitIndex); in setTextureDirty()
589 void onSamplerUniformChange(size_t textureUnitIndex);
379 void setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex);
744 void setTextureDirty(size_t textureUnitIndex);
4480 void ProgramState::setSamplerUniformTextureTypeAndFormat(size_t textureUnitIndex) in setSamplerUniformTextureTypeAndFormat() argument4482 mExecutable->setSamplerUniformTextureTypeAndFormat(textureUnitIndex, in setSamplerUniformTextureTypeAndFormat()
7116 void Context::onSamplerUniformChange(size_t textureUnitIndex) in onSamplerUniformChange() argument7118 mState.onActiveTextureChange(this, textureUnitIndex); in onSamplerUniformChange()
251 for (size_t textureUnitIndex = 0; textureUnitIndex < textureVector.size(); in deleteTexture() local252 textureUnitIndex++) in deleteTexture()254 if (textureVector[textureUnitIndex] == texture) in deleteTexture()256 activeTexture(textureUnitIndex); in deleteTexture()919 for (size_t textureUnitIndex : activeTextures) in updateProgramTextureBindings() local921 gl::TextureType textureType = textureTypes[textureUnitIndex]; in updateProgramTextureBindings()922 gl::Texture *texture = textures[textureUnitIndex]; in updateProgramTextureBindings()931 activeTexture(textureUnitIndex); in updateProgramTextureBindings()936 activeTexture(textureUnitIndex); in updateProgramTextureBindings()