Lines Matching refs:iview

2577    struct vrend_image_view *iview = &ctx->sub->image_views[shader_type][index];  in vrend_set_single_image_view()  local
2589 iview->texture = res; in vrend_set_single_image_view()
2590 iview->format = tex_conv_table[format].internalformat; in vrend_set_single_image_view()
2591 iview->access = access; in vrend_set_single_image_view()
2592 iview->u.buf.offset = layer_offset; in vrend_set_single_image_view()
2593 iview->u.buf.size = level_size; in vrend_set_single_image_view()
2596 iview->texture = NULL; in vrend_set_single_image_view()
2597 iview->format = 0; in vrend_set_single_image_view()
3634 struct vrend_image_view *iview; in vrend_draw_bind_images_shader() local
3652 iview = &ctx->sub->image_views[shader_type][i]; in vrend_draw_bind_images_shader()
3653 tex_id = iview->texture->id; in vrend_draw_bind_images_shader()
3654 if (iview->texture->is_buffer) { in vrend_draw_bind_images_shader()
3655 if (!iview->texture->tbo_tex_id) in vrend_draw_bind_images_shader()
3656 glGenTextures(1, &iview->texture->tbo_tex_id); in vrend_draw_bind_images_shader()
3659 uint32_t format = (iview->format == GL_RGBA8_SNORM) ? GL_RGBA8UI : iview->format; in vrend_draw_bind_images_shader()
3661 glBindBufferARB(GL_TEXTURE_BUFFER, iview->texture->id); in vrend_draw_bind_images_shader()
3662 glBindTexture(GL_TEXTURE_BUFFER, iview->texture->tbo_tex_id); in vrend_draw_bind_images_shader()
3663 glTexBuffer(GL_TEXTURE_BUFFER, format, iview->texture->id); in vrend_draw_bind_images_shader()
3664 tex_id = iview->texture->tbo_tex_id; in vrend_draw_bind_images_shader()
3668 level = iview->u.tex.level; in vrend_draw_bind_images_shader()
3669 first_layer = iview->u.tex.first_layer; in vrend_draw_bind_images_shader()
3670 layered = !((iview->texture->base.array_size > 1 || in vrend_draw_bind_images_shader()
3671iview->texture->base.depth0 > 1) && (iview->u.tex.first_layer == iview->u.tex.last_layer)); in vrend_draw_bind_images_shader()
3677 switch (iview->access) { in vrend_draw_bind_images_shader()
3692 glBindImageTexture(i, tex_id, level, layered, first_layer, access, iview->format); in vrend_draw_bind_images_shader()