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Searched refs:E_SPV_NV_geometry_shader_passthrough (Results 1 – 6 of 6) sorted by relevance

/third_party/glslang/SPIRV/
DGLSL.ext.NV.h42 const char* const E_SPV_NV_geometry_shader_passthrough = "SPV_NV_geometry_shader_passthrough"; variable
Ddisassemble.cpp495 strcmp(spv::E_SPV_NV_geometry_shader_passthrough, name) == 0 || in disassembleInstruction()
686 strcmp(name, spv::E_SPV_NV_geometry_shader_passthrough) == 0 || in GLSLextNVGetDebugNames()
DGlslangToSpv.cpp4060 builder.addExtension(spv::E_SPV_NV_geometry_shader_passthrough); in decorateStructType()
8241 builder.addExtension(spv::E_SPV_NV_geometry_shader_passthrough); in getSymbolId()
/third_party/glslang/glslang/MachineIndependent/
DVersions.h234 const char* const E_SPV_NV_geometry_shader_passthrough = "GL_NV_geometry_shader_passthroug… variable
DVersions.cpp273 extensionBehavior[E_SPV_NV_geometry_shader_passthrough] = EBhDisable; in initializeExtensionBehavior()
DParseHelper.cpp4932 if (language == EShLangGeometry && extensionTurnedOn(E_SPV_NV_geometry_shader_passthrough)) { in finish()
5059 … requireExtensions(loc, 1, &E_SPV_NV_geometry_shader_passthrough, "geometry shader passthrough"); in setLayoutQualifier()