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Searched refs:HasBoundBindlessSampler (Results 1 – 8 of 8) sorted by relevance

/external/mesa3d/src/compiler/glsl/
Dgl_nir_link_uniform_initializers.c82 shader->Program->sh.HasBoundBindlessSampler = true; in set_opaque_binding()
Dlink_uniform_initializers.cpp155 shader->Program->sh.HasBoundBindlessSampler = true; in set_opaque_binding()
Dserialize.cpp1111 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessSampler); in write_shader_metadata()
1166 glprog->sh.HasBoundBindlessSampler = blob_read_uint32(metadata); in read_shader_metadata()
/external/mesa3d/src/mesa/main/
Duniform_query.cpp1192 sh->Program->sh.HasBoundBindlessSampler = true; in _mesa_uniform()
1423 if (likely(!prog->sh.HasBoundBindlessSampler)) in update_bound_bindless_sampler_flag()
1432 prog->sh.HasBoundBindlessSampler = false; in update_bound_bindless_sampler_flag()
Dtexstate.c740 if (unlikely(prog[i]->sh.HasBoundBindlessSampler)) { in update_program_texture_state()
Dmtypes.h2204 GLboolean HasBoundBindlessSampler; member
Duniforms.c120 if (unlikely(prog->sh.HasBoundBindlessSampler)) { in _mesa_update_shader_textures_used()
/external/mesa3d/src/mesa/state_tracker/
Dst_texture.c565 if (likely(!prog->sh.HasBoundBindlessSampler)) in st_make_bound_samplers_resident()