Searched refs:HasBoundBindlessSampler (Results 1 – 7 of 7) sorted by relevance
1152 sh->Program->sh.HasBoundBindlessSampler = true; in _mesa_uniform()1354 if (likely(!prog->sh.HasBoundBindlessSampler)) in update_bound_bindless_sampler_flag()1363 prog->sh.HasBoundBindlessSampler = false; in update_bound_bindless_sampler_flag()
732 if (unlikely(prog[i]->sh.HasBoundBindlessSampler)) { in update_program_texture_state()
2188 GLboolean HasBoundBindlessSampler; member
123 if (unlikely(prog->sh.HasBoundBindlessSampler)) { in _mesa_update_shader_textures_used()
153 shader->Program->sh.HasBoundBindlessSampler = true; in set_opaque_binding()
1028 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessSampler); in write_shader_metadata()1080 glprog->sh.HasBoundBindlessSampler = blob_read_uint32(metadata); in read_shader_metadata()
564 if (likely(!prog->sh.HasBoundBindlessSampler)) in st_make_bound_samplers_resident()