Lines Matching refs:inNdx
1483 for (int inNdx = 0; inNdx < numInputs; inNdx++) in ShaderMatrixInstance() local
1485 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in ShaderMatrixInstance()
1489 useAttribute(4u + inNdx, getAttributeType(in.dataType)); in ShaderMatrixInstance()
1591 for (int inNdx = 0; inNdx < numInputs; inNdx++) in setupUniforms() local
1593 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in setupUniforms()
1599 …mBinding, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, sizeof(float), &s_constInFloat[inNdx]); break; in setupUniforms()
1600 …: addUniform(uniformBinding, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, s_constInVec2[inNdx]); break; in setupUniforms()
1601 …: addUniform(uniformBinding, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, s_constInVec3[inNdx]); break; in setupUniforms()
1602 …: addUniform(uniformBinding, vk::VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, s_constInVec4[inNdx]); break; in setupUniforms()
1604 …case TYPE_FLOAT_MAT2: addMatrixUniform(uniformBinding, in.dataType, s_constInMat2x2[inNdx]); break; in setupUniforms()
1605 …case TYPE_FLOAT_MAT2X3: addMatrixUniform(uniformBinding, in.dataType, s_constInMat2x3[inNdx]); bre… in setupUniforms()
1606 …case TYPE_FLOAT_MAT2X4: addMatrixUniform(uniformBinding, in.dataType, s_constInMat2x4[inNdx]); bre… in setupUniforms()
1607 …case TYPE_FLOAT_MAT3X2: addMatrixUniform(uniformBinding, in.dataType, s_constInMat3x2[inNdx]); bre… in setupUniforms()
1608 …case TYPE_FLOAT_MAT3: addMatrixUniform(uniformBinding, in.dataType, s_constInMat3x3[inNdx]); break; in setupUniforms()
1609 …case TYPE_FLOAT_MAT3X4: addMatrixUniform(uniformBinding, in.dataType, s_constInMat3x4[inNdx]); bre… in setupUniforms()
1610 …case TYPE_FLOAT_MAT4X2: addMatrixUniform(uniformBinding, in.dataType, s_constInMat4x2[inNdx]); bre… in setupUniforms()
1611 …case TYPE_FLOAT_MAT4X3: addMatrixUniform(uniformBinding, in.dataType, s_constInMat4x3[inNdx]); bre… in setupUniforms()
1612 …case TYPE_FLOAT_MAT4: addMatrixUniform(uniformBinding, in.dataType, s_constInMat4x4[inNdx]); break; in setupUniforms()
1765 for (int inNdx = 0; inNdx < numInputs; inNdx++) in setupShader() local
1767 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in setupShader()
1770 string& inValue = inNdx > 0 ? inValue1 : inValue0; in setupShader()
1776 …vtx << "layout(location = " << 4 + inNdx + padding << ") in " << precName << " " << typeName << " … in setupShader()
1781 …vtx << "layout(location = " << 1 + inNdx + padding << ") out " << precName << " " << typeName << "… in setupShader()
1782 …frag << "layout(location = " << 1 + inNdx + padding << ") in " << precName << " " << typeName << "… in setupShader()
1805 …< uniformBinding++ << ") uniform buffer"<< inNdx <<" { " << precName << " " << typeName << " u_in… in setupShader()
1806 inValue = string("u_in") + de::toString(inNdx); in setupShader()
1810 op << "const " << precName << " " << typeName << " in" << inNdx << " = "; in setupShader()
1815 case TYPE_FLOAT: op << de::floatToString(s_constInFloat[inNdx], 1); break; in setupShader()
1816 case TYPE_FLOAT_VEC2: writeVectorConstructor<2>(op, s_constInVec2[inNdx]); break; in setupShader()
1817 case TYPE_FLOAT_VEC3: writeVectorConstructor<3>(op, s_constInVec3[inNdx]); break; in setupShader()
1818 case TYPE_FLOAT_VEC4: writeVectorConstructor<4>(op, s_constInVec4[inNdx]); break; in setupShader()
1819 case TYPE_FLOAT_MAT2: writeMatrixConstructor<2, 2>(op, Mat2(s_constInMat2x2[inNdx])); break; in setupShader()
1820 case TYPE_FLOAT_MAT2X3: writeMatrixConstructor<2, 3>(op, Mat2x3(s_constInMat2x3[inNdx])); break; in setupShader()
1821 case TYPE_FLOAT_MAT2X4: writeMatrixConstructor<2, 4>(op, Mat2x4(s_constInMat2x4[inNdx])); break; in setupShader()
1822 case TYPE_FLOAT_MAT3X2: writeMatrixConstructor<3, 2>(op, Mat3x2(s_constInMat3x2[inNdx])); break; in setupShader()
1823 case TYPE_FLOAT_MAT3: writeMatrixConstructor<3, 3>(op, Mat3(s_constInMat3x3[inNdx])); break; in setupShader()
1824 case TYPE_FLOAT_MAT3X4: writeMatrixConstructor<3, 4>(op, Mat3x4(s_constInMat3x4[inNdx])); break; in setupShader()
1825 case TYPE_FLOAT_MAT4X2: writeMatrixConstructor<4, 2>(op, Mat4x2(s_constInMat4x2[inNdx])); break; in setupShader()
1826 case TYPE_FLOAT_MAT4X3: writeMatrixConstructor<4, 3>(op, Mat4x3(s_constInMat4x3[inNdx])); break; in setupShader()
1827 case TYPE_FLOAT_MAT4: writeMatrixConstructor<4, 4>(op, Mat4(s_constInMat4x4[inNdx])); break; in setupShader()
1835 inValue = string("in") + de::toString(inNdx); in setupShader()