Searched refs:mapped_unit (Results 1 – 1 of 1) sorted by relevance
/reactos/dll/directx/wine/wined3d/ |
H A D | glsl_shader.c | 640 unsigned int i, mapped_unit; in shader_glsl_load_samplers_range() local 650 mapped_unit = tex_unit_map ? tex_unit_map[base + i] : base + i; in shader_glsl_load_samplers_range() 651 … if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers) in shader_glsl_load_samplers_range() 653 … ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit); in shader_glsl_load_samplers_range() 657 TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit); in shader_glsl_load_samplers_range() 658 GL_EXTCALL(glUniform1i(name_loc, mapped_unit)); in shader_glsl_load_samplers_range() 682 unsigned int mapped_unit = shader_glsl_map_tex_unit(context, shader_version, sampler_idx); in shader_glsl_append_sampler_binding_qualifier() local 683 if (mapped_unit != WINED3D_UNMAPPED_STAGE) in shader_glsl_append_sampler_binding_qualifier() 684 shader_addline(buffer, "layout(binding = %u)\n", mapped_unit); in shader_glsl_append_sampler_binding_qualifier()
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