Searched refs:m_textureUnits (Results 1 – 2 of 2) sorted by relevance
323 , m_textureUnits (m_limits.maxTextureImageUnits) in ReferenceContext()496 if (deInBounds32(texture, GL_TEXTURE0, GL_TEXTURE0 + (deUint32)m_textureUnits.size())) in activeTexture()504 if (m_textureUnits[unitNdx].tex1DBinding) in setTex1DBinding()506 m_textures.releaseReference(m_textureUnits[unitNdx].tex1DBinding); in setTex1DBinding()507 m_textureUnits[unitNdx].tex1DBinding = DE_NULL; in setTex1DBinding()513 m_textureUnits[unitNdx].tex1DBinding = texture; in setTex1DBinding()519 if (m_textureUnits[unitNdx].tex2DBinding) in setTex2DBinding()521 m_textures.releaseReference(m_textureUnits[unitNdx].tex2DBinding); in setTex2DBinding()522 m_textureUnits[unitNdx].tex2DBinding = DE_NULL; in setTex2DBinding()528 m_textureUnits[unitNdx].tex2DBinding = texture; in setTex2DBinding()[all …]
887 std::vector<TextureUnit> m_textureUnits; member in sglr::ReferenceContext