Searched refs:HasBoundBindlessSampler (Results 1 – 8 of 8) sorted by relevance
82 shader->Program->sh.HasBoundBindlessSampler = true; in set_opaque_binding()
155 shader->Program->sh.HasBoundBindlessSampler = true; in set_opaque_binding()
1111 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessSampler); in write_shader_metadata()1166 glprog->sh.HasBoundBindlessSampler = blob_read_uint32(metadata); in read_shader_metadata()
1192 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()
740 if (unlikely(prog[i]->sh.HasBoundBindlessSampler)) { in update_program_texture_state()
2204 GLboolean HasBoundBindlessSampler; member
120 if (unlikely(prog->sh.HasBoundBindlessSampler)) { in _mesa_update_shader_textures_used()
565 if (likely(!prog->sh.HasBoundBindlessSampler)) in st_make_bound_samplers_resident()