Searched refs:newTextureUnit (Results 1 – 1 of 1) sorted by relevance
4917 GLint newTextureUnit = v[arrayIndex]; in updateSamplerUniform() local4919 if (oldTextureUnit == newTextureUnit) in updateSamplerUniform()4922 boundTextureUnits[arrayIndex + locationInfo.arrayIndex] = newTextureUnit; in updateSamplerUniform()4926 uint32_t &newRefCount = mState.mExecutable->mActiveSamplerRefCounts[newTextureUnit]; in updateSamplerUniform()4933 TextureType &newSamplerType = mState.mExecutable->mActiveSamplerTypes[newTextureUnit]; in updateSamplerUniform()4935 SamplerFormat &newSamplerFormat = mState.mExecutable->mActiveSamplerFormats[newTextureUnit]; in updateSamplerUniform()4942 mState.mExecutable->mActiveSamplersMask.set(newTextureUnit); in updateSamplerUniform()4943 mState.mExecutable->mActiveSamplerShaderBits[newTextureUnit] = in updateSamplerUniform()4979 context->onSamplerUniformChange(newTextureUnit); in updateSamplerUniform()