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Searched refs:mUseStructuredBuffers (Results 1 – 2 of 2) sorted by relevance

/device/generic/vulkan-cereal/third-party/angle/src/libANGLE/renderer/d3d/
DProgramD3D.cpp377 mUseStructuredBuffers.fill(false); in D3DUniformBlock()
1113 stream->readBool(&uniformBlock.mUseStructuredBuffers[shaderType]); in load()
1407 stream->writeInt(uniformBlock.mUseStructuredBuffers[shaderType]); in save()
2199 d3dUniformBlock.mUseStructuredBuffers[shaderType] = true; in initializeUniformBlocks()
2292 bool useStructuredBuffer = uniformBlock.mUseStructuredBuffers[shaderType]; in updateUniformBufferCache()
DProgramD3D.h104 gl::ShaderMap<bool> mUseStructuredBuffers; member