Searched refs:indexId (Results 1 – 5 of 5) sorted by relevance
249 …rtexInputValue (deUint8* destPtr, const VertexInputAttributeDescription& attributes, int indexId);759 std::string indexId; in getGlslAttributeConditions() local766 indexId = "index"; in getGlslAttributeConditions()768 …indexId = (attributeInfo.inputRate == VK_VERTEX_INPUT_RATE_VERTEX) ? "gl_VertexIndex" : "gl_Instan… in getGlslAttributeConditions()811 …"if (" << accessStr << " == clamp(-(" << totalComponentCount << " * " << indexId << " + " << compo… in getGlslAttributeConditions()814 …tr << "if (" << accessStr << " == -(" << totalComponentCount << " * " << indexId << " + " << compo… in getGlslAttributeConditions()822 … (" << accessStr << " == clamp(uint(" << totalComponentCount << " * " << indexId << " + " << compo… in getGlslAttributeConditions()825 …<< "if (" << accessStr << " == uint(" << totalComponentCount << " * " << indexId << " + " << compo… in getGlslAttributeConditions()831 …ssStr << " + double(0.01 * (" << totalComponentCount << ".0 * float(" << indexId << ") + " << comp… in getGlslAttributeConditions()835 …< accessStr << " + (0.01 * (" << totalComponentCount << ".0 * float(" << indexId << ") + " << comp… in getGlslAttributeConditions()[all …]
226 uint32_t indexId = chain->GetSingleWordInOperand(1u); in ReplaceAccessChain() local227 const Instruction* index = get_def_use_mgr()->GetDef(indexId); in ReplaceAccessChain()
2693 int indexId = right->getAsSymbolNode() ? right->getAsSymbolNode()->getId() : 0; in lvalue() local2698 …el.dynamic = (right->getQualifier() != EvqUniform) && (deterministicVariables.count(indexId) == 0); in lvalue()3918 bool LoopUnrollable::traverse(TIntermLoop *loop, int indexId) in traverse() argument3922 loopIndexId = indexId; in traverse()
17254 string indexId = "%index_" + numberToString(id++); in specializeInBoundsShaderTemplate() local17255 parameters["accessChainConstDeclaration"] += indexId + " = OpConstant %u32 " + *index + "\n"; in specializeInBoundsShaderTemplate()17256 parameters["accessChainIndexes"] += " " + indexId; in specializeInBoundsShaderTemplate()