Searched refs:ActiveTextureArray (Results 1 – 9 of 9) sorted by relevance
169 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;
872 using ActiveTextureArray = std::array<T, IMPLEMENTATION_MAX_ACTIVE_TEXTURES>; variable874 using ActiveTextureTypeArray = ActiveTextureArray<TextureType>;
85 ActiveTextureArray<Texture *> mTextures;
157 gl::ActiveTextureArray<vk::TextureUnit> *activeTextures);237 const gl::ActiveTextureArray<vk::TextureUnit> *activeTextures,
432 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;
677 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()
1122 gl::ActiveTextureArray<TexUnitSerials> mSerials;
5432 const gl::ActiveTextureArray<gl::ShaderBitSet> &activeImageShaderBits = in updateActiveImages()
399 angle::PackedEnumMap<gl::TextureType, gl::ActiveTextureArray<GLuint>> mTextures;400 gl::ActiveTextureArray<GLuint> mSamplers;