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Searched refs:ActiveTextureArray (Results 1 – 9 of 9) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/libANGLE/
DProgramExecutable.h169 const ActiveTextureArray<ShaderBitSet> &getActiveImageShaderBits() const in getActiveImageShaderBits()
176 const ActiveTextureArray<TextureType> &getActiveSamplerTypes() const in getActiveSamplerTypes()
389 ActiveTextureArray<uint32_t> mActiveSamplerRefCounts;
390 ActiveTextureArray<TextureType> mActiveSamplerTypes;
392 ActiveTextureArray<SamplerFormat> mActiveSamplerFormats;
393 ActiveTextureArray<ShaderBitSet> mActiveSamplerShaderBits;
397 ActiveTextureArray<ShaderBitSet> mActiveImageShaderBits;
Dangletypes.h872 using ActiveTextureArray = std::array<T, IMPLEMENTATION_MAX_ACTIVE_TEXTURES>; variable
874 using ActiveTextureTypeArray = ActiveTextureArray<TextureType>;
DState.h85 ActiveTextureArray<Texture *> mTextures;
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/
DProgramExecutableVk.h157 gl::ActiveTextureArray<vk::TextureUnit> *activeTextures);
237 const gl::ActiveTextureArray<vk::TextureUnit> *activeTextures,
DContextVk.h432 const gl::ActiveTextureArray<vk::TextureUnit> &getActiveTextures() const in getActiveTextures()
436 const gl::ActiveTextureArray<TextureVk *> &getActiveImages() const { return mActiveImages; } in getActiveImages()
1116 gl::ActiveTextureArray<vk::TextureUnit> mActiveTextures;
1126 gl::ActiveTextureArray<TextureVk *> mActiveImages;
DProgramExecutableVk.cpp677 const gl::ActiveTextureArray<vk::TextureUnit> *activeTextures, in addTextureDescriptorSetDesc()
970 gl::ActiveTextureArray<vk::TextureUnit> *activeTextures) in createPipelineLayout()
1426 const gl::ActiveTextureArray<TextureVk *> &activeImages = contextVk->getActiveImages(); in updateImagesDescriptorSet()
1738 const gl::ActiveTextureArray<vk::TextureUnit> &activeTextures = contextVk->getActiveTextures(); in updateTexturesDescriptorSet()
Dvk_cache_utils.h1122 gl::ActiveTextureArray<TexUnitSerials> mSerials;
DContextVk.cpp5432 const gl::ActiveTextureArray<gl::ShaderBitSet> &activeImageShaderBits = in updateActiveImages()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
DStateManagerGL.h399 angle::PackedEnumMap<gl::TextureType, gl::ActiveTextureArray<GLuint>> mTextures;
400 gl::ActiveTextureArray<GLuint> mSamplers;