Searched refs:bindingImageUnit (Results 1 – 1 of 1) sorted by relevance
1672 for (auto &bindingImageUnit : mImageUnits) in detachTexture() local1674 if (bindingImageUnit.texture.id() == texture) in detachTexture()1676 bindingImageUnit.texture.set(context, nullptr); in detachTexture()1677 bindingImageUnit.level = 0; in detachTexture()1678 bindingImageUnit.layered = false; in detachTexture()1679 bindingImageUnit.layer = 0; in detachTexture()1680 bindingImageUnit.access = GL_READ_ONLY; in detachTexture()1681 bindingImageUnit.format = GL_R32UI; in detachTexture()