Searched refs:texturesCount (Results 1 – 5 of 5) sorted by relevance
38 mHal.state.texturesCount++; in Program()42 mTextures = new ObjectBaseRef<Allocation>[mHal.state.texturesCount]; in Program()43 mSamplers = new ObjectBaseRef<Sampler>[mHal.state.texturesCount]; in Program()48 mHal.state.textures = new Allocation*[mHal.state.texturesCount]; in Program()49 mHal.state.samplers = new Sampler*[mHal.state.texturesCount]; in Program()50 mHal.state.textureTargets = new RsTextureTarget[mHal.state.texturesCount]; in Program()104 mHal.state.texturesCount = 0; in ~Program()118 for (uint32_t ct=0; ct < mHal.state.texturesCount; ct++) { in freeChildren()138 mHal.state.texturesCount = 0; in initMemberVars()182 if (slot >= mHal.state.texturesCount) { in bindTexture()[all …]
45 uint32_t texturesCount; member
69 for (uint32_t ct=0; ct < mHal.state.texturesCount; ct++) { in setup()
81 for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) { in getExistingState()131 for (uint32_t ct=0; ct < mRSProgram->mHal.state.texturesCount; ct++) { in init()193 for (uint32_t ct = 0; ct < mRSProgram->mHal.state.texturesCount; ct ++) { in appendTextures()464 if (mRSProgram->mHal.state.texturesCount == 0) { in setupTextures()470 uint32_t numTexturesToBind = mRSProgram->mHal.state.texturesCount; in setupTextures()474 mRSProgram->mHal.state.texturesCount, this, numTexturesAvailable); in setupTextures()587 mUniformCount += mRSProgram->mHal.state.texturesCount; in initAttribAndUniformArray()597 mTextureCount = mRSProgram->mHal.state.texturesCount; in initAttribAndUniformArray()
48 for (uint32_t ct=0; ct < p->mHal.state.texturesCount; ct++) { in SyncProgramConstants()