Searched refs:bindingImageUnit (Results 1 – 1 of 1) sorted by relevance
2725 for (auto &bindingImageUnit : mImageUnits) in detachTexture() local2727 if (bindingImageUnit.texture.id() == texture) in detachTexture()2729 bindingImageUnit.texture.set(context, nullptr); in detachTexture()2730 bindingImageUnit.level = 0; in detachTexture()2731 bindingImageUnit.layered = false; in detachTexture()2732 bindingImageUnit.layer = 0; in detachTexture()2733 bindingImageUnit.access = GL_READ_ONLY; in detachTexture()2734 bindingImageUnit.format = GL_R32UI; in detachTexture()