Searched refs:imagesVS (Results 1 – 5 of 5) sorted by relevance
73 GLint imagesVS, imagesFS; in IsVSFSAvailable() local74 glGetIntegerv(GL_MAX_VERTEX_IMAGE_UNIFORMS, &imagesVS); in IsVSFSAvailable()76 if (imagesVS >= requiredVS && imagesFS >= requiredFS) in IsVSFSAvailable()81 … reason << "Required " << requiredVS << " VS storage blocks but only " << imagesVS << " available." in IsVSFSAvailable()
90 GLint imagesVS, imagesFS; in IsVSFSAvailable() local91 glGetIntegerv(GL_MAX_VERTEX_IMAGE_UNIFORMS, &imagesVS); in IsVSFSAvailable()93 if (imagesVS >= requiredVS && imagesFS >= requiredFS) in IsVSFSAvailable()98 … reason << "Required " << requiredVS << " VS image uniforms but only " << imagesVS << " available." in IsVSFSAvailable()
69 GLint imagesVS; in SupportedInVS() local70 glGetIntegerv(GL_MAX_VERTEX_IMAGE_UNIFORMS, &imagesVS); in SupportedInVS()71 if (imagesVS >= requiredVS) in SupportedInVS()76 … reason << "Required " << requiredVS << " VS image uniforms but only " << imagesVS << " available." in SupportedInVS()
93 GLint imagesVS, imagesFS; in IsVSFSAvailable() local94 glGetIntegerv(GL_MAX_VERTEX_IMAGE_UNIFORMS, &imagesVS); in IsVSFSAvailable()96 if (imagesVS >= requiredVS && imagesFS >= requiredFS) in IsVSFSAvailable()101 … reason << "Required " << requiredVS << " VS image uniforms but only " << imagesVS << " available." in IsVSFSAvailable()
79 GLint imagesVS; in SupportedInVS() local80 glGetIntegerv(GL_MAX_VERTEX_IMAGE_UNIFORMS, &imagesVS); in SupportedInVS()81 if (imagesVS >= requiredVS) in SupportedInVS()86 … reason << "Required " << requiredVS << " VS image uniforms but only " << imagesVS << " available." in SupportedInVS()