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Lines Matching refs:m_bindings

250 	std::vector<glw::GLint>				m_bindings;
457 m_bindings.push_back(bpoint);
462 m_bindings.push_back(numBindingPoints-1);
485 m_bindings.push_back(bpoint);
491 m_bindings.push_back(bpoint);
502 m_bindings.push_back(binding+ndx);
510 m_bindings.push_back(binding+ndx);
887 initializeTexture(m_bindings[texNdx], m_textures[texNdx], m_textureColors[texNdx]);
925 const glw::GLint binding = m_bindings[iterNdx];
956 shaderUniformDecl << "layout(binding = " << m_bindings[declNdx] << ") uniform highp " << samplerType << " "
1185 initializeImage(m_bindings[texNdx], texNdx, m_textures[texNdx], m_textureColors[texNdx]);
1220 const glw::GLint binding = m_bindings[iterNdx];
1288 shaderUniformDecl << "layout(rgba8, binding = " << m_bindings[declNdx] << ") uniform readonly highp " << imageType
1476 gl.bindBufferBase(GL_UNIFORM_BUFFER, m_bindings[bufNdx], m_buffers[bufNdx]);
1513 const glw::GLint binding = m_bindings[iterNdx];
1549 shaderUniformDecl << "layout(std140, binding = " << m_bindings[declNdx] << ") uniform "
1711 gl.bindBufferBase(GL_SHADER_STORAGE_BUFFER, m_bindings[bufNdx], m_buffers[bufNdx]);
1748 const glw::GLint binding = m_bindings[iterNdx];
1784 shaderUniformDecl << "layout(std140, binding = " << m_bindings[declNdx] << ") buffer "