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Searched refs:mImage2DBindLayoutCache (Results 1 – 2 of 2) sorted by relevance

/external/angle/src/libANGLE/renderer/d3d/
DProgramExecutableD3D.cpp869 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()
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DProgramExecutableD3D.h540 gl::ShaderMap<gl::ImageUnitTextureTypeMap> mImage2DBindLayoutCache; variable