Searched refs:mImage2DBindLayoutCache (Results 1 – 2 of 2) sorted by relevance
869 mImage2DBindLayoutCache[shaderType].insert(std::pair<unsigned int, gl::TextureType>( in loadBinaryShaderExecutables()1110 stream->writeInt(mImage2DBindLayoutCache[shaderType].size()); in save()1111 for (auto &image2DBindLayout : mImage2DBindLayoutCache[shaderType]) in save()1350 mImage2DUniforms[gl::ShaderType::Vertex], mImage2DBindLayoutCache[gl::ShaderType::Vertex], in getVertexExecutableForCachedInputLayout()1463 mImage2DBindLayoutCache[gl::ShaderType::Fragment], in getPixelExecutableForCachedOutputLayout()1480 mPixelShaderOutputLayoutCache, mImage2DBindLayoutCache[gl::ShaderType::Fragment], in getPixelExecutableForCachedOutputLayout()1512 mImage2DBindLayoutCache[gl::ShaderType::Compute], 0u); in getComputeExecutableForImage2DBindLayout()1527 new D3DComputeExecutable(mImage2DBindLayoutCache[gl::ShaderType::Compute], in getComputeExecutableForImage2DBindLayout()1750 &mImage2DBindLayoutCache[shaderType]); in updateCachedImage2DBindLayoutFromShader()1839 for (auto &image2DBindLayout : mImage2DBindLayoutCache[shaderType]) in updateCachedImage2DBindLayout()[all …]
540 gl::ShaderMap<gl::ImageUnitTextureTypeMap> mImage2DBindLayoutCache; variable