Searched refs:shaderImageType (Results 1 – 2 of 2) sorted by relevance
1167 …const TextureType shaderImageType = m_singleLayerBind ? textureLayerType(m_textureType) : m_text… in iterate() local1168 const string shaderImageTypeStr = getShaderImageType(m_format.type, shaderImageType); in iterate()1181 + textureTypeExtensionShaderRequires(shaderImageType, renderCtx) + in iterate()1194 + (shaderImageType == TEXTURETYPE_BUFFER ? in iterate()1196 : shaderImageType == TEXTURETYPE_2D ? in iterate()1198 …: shaderImageType == TEXTURETYPE_3D || shaderImageType == TEXTURETYPE_CUBE || shaderImageType == T… in iterate()1426 …const TextureType shaderImageType = m_singleLayerBind ? textureLayerType(m_textureType) : m_tex… in iterate() local1427 const string shaderImageTypeStr = getShaderImageType(m_imageFormat.type, shaderImageType); in iterate()1432 + textureTypeExtensionShaderRequires(shaderImageType, renderCtx) + in iterate()1442 + (shaderImageType == TEXTURETYPE_BUFFER ? in iterate()[all …]
258 const std::string shaderImageType = getShaderImageType(m_format, m_imageType); in initPrograms() local270 << "precision highp " << shaderImageType << ";\n" in initPrograms()273 …derImageFormat << ", binding=0) " << qualifierName << " uniform " << shaderImageType << " u_image;… in initPrograms()