Searched refs:inputAttachmentUniform (Results 1 – 2 of 2) sorted by relevance
503 ShaderVariable inputAttachmentUniform; in addInputAttachmentUniform() local504 inputAttachmentUniform.active = true; in addInputAttachmentUniform()505 inputAttachmentUniform.staticUse = true; in addInputAttachmentUniform()506 inputAttachmentUniform.name.assign(inputAttachmentVar->name().data(), in addInputAttachmentUniform()508 inputAttachmentUniform.mappedName.assign(inputAttachmentUniform.name); in addInputAttachmentUniform()509 inputAttachmentUniform.isFragmentInOut = true; in addInputAttachmentUniform()510 inputAttachmentUniform.location = in addInputAttachmentUniform()512 mUniforms->push_back(inputAttachmentUniform); in addInputAttachmentUniform()
704 const gl::LinkedUniform &inputAttachmentUniform = uniforms[uniformIndex]; in AssignInputAttachmentBindings() local705 mappedInputAttachmentName = inputAttachmentUniform.mappedName; in AssignInputAttachmentBindings()708 inputAttachmentUniform.isActive(shaderType)) in AssignInputAttachmentBindings()711 baseInputAttachmentBindingIndex + inputAttachmentUniform.location; in AssignInputAttachmentBindings()