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Searched refs:gl_VertexID (Results 1 – 25 of 140) sorted by relevance

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/third_party/mesa3d/src/compiler/glsl/
Dlower_vertex_id.cpp49 : progress(false), VertexID(NULL), gl_VertexID(NULL), in lower_vertex_id_visitor()
69 ir_variable *gl_VertexID; member in __anonc90023130111::lower_vertex_id_visitor
93 gl_VertexID = new(mem_ctx) ir_variable(int_t, "gl_VertexIDMESA", in visit()
95 gl_VertexID->data.how_declared = ir_var_declared_implicitly; in visit()
96 gl_VertexID->data.read_only = true; in visit()
97 gl_VertexID->data.location = SYSTEM_VALUE_VERTEX_ID_ZERO_BASE; in visit()
98 gl_VertexID->data.explicit_location = true; in visit()
99 gl_VertexID->data.explicit_index = 0; in visit()
100 ir_list->push_head(gl_VertexID); in visit()
115 ir_builder::add(gl_VertexID, gl_BaseVertex)); in visit()
/third_party/skia/third_party/externals/spirv-cross/shaders-hlsl/asm/vert/
Dvertex-id-instance-id.asm.vert9 OpEntryPoint Vertex %main "main" %_ %gl_VertexID %gl_InstanceID
18 OpName %gl_VertexID "gl_VertexID"
25 OpDecorate %gl_VertexID BuiltIn VertexIndex
40 %gl_VertexID = OpVariable %_ptr_Input_int Input
45 %18 = OpLoad %int %gl_VertexID
/third_party/skia/tests/sksl/shared/
DSampleLocations.glsl17 vertexpos.x = float(x) + (0 == gl_VertexID % 2 ? l : r);
18 vertexpos.y = float(y) + (0 == gl_VertexID / 2 ? t : b);
19 vcoord_Stage0.x = float(0 == gl_VertexID % 2 ? -1 : 1);
20 vcoord_Stage0.y = float(0 == gl_VertexID / 2 ? -1 : 1);
/third_party/vk-gl-cts/data/gles31/shaders/es31/
Dlinkage_io_block.test16 variable1 = float(gl_VertexID);
53 variable1 = float(gl_VertexID);
89 variable.x = float(gl_VertexID);
125 variable1 = float(gl_VertexID);
160 variable[0] = float(gl_VertexID);
235 instanceName[0].variable = float(gl_VertexID);
300 variable = float(gl_VertexID);
339 variable = float(gl_VertexID);
Dseparate_shader_validation.test18 v_val = float(gl_VertexID);
51 v_val = float(gl_VertexID);
84 v_val = vec3(float(gl_VertexID));
116 v_val = float(gl_VertexID);
148 v_val = vec4(float(gl_VertexID));
180 v_val = float(gl_VertexID);
212 v_val = float(gl_VertexID);
244 v_val = float(gl_VertexID);
276 v_val = float(gl_VertexID);
310 v_val = float(gl_VertexID);
[all …]
/third_party/vk-gl-cts/data/gles31/shaders/gl45/
Dlinkage_io_block.test34 variable1 = float(gl_VertexID);
70 variable1 = float(gl_VertexID);
105 variable.x = float(gl_VertexID);
140 variable1 = float(gl_VertexID);
174 variable[0] = float(gl_VertexID);
247 instanceName[0].variable = float(gl_VertexID);
282 variable = float(gl_VertexID);
320 variable = float(gl_VertexID);
/third_party/glslang/Test/baseResults/
Dglspv.esversion.vert.out12 Name 8 "gl_VertexID"
14 Decorate 8(gl_VertexID) BuiltIn VertexId
20 8(gl_VertexID): 7(ptr) Variable Input
Dspv.460.vert.out18 Name 18 "gl_VertexID"
23 Decorate 18(gl_VertexID) BuiltIn VertexId
33 18(gl_VertexID): 9(ptr) Variable Input
Dspv.specConst.vert.out19 Name 25 "gl_VertexID"
27 Decorate 25(gl_VertexID) BuiltIn VertexId
46 25(gl_VertexID): 24(ptr) Variable Input
Dspv.OVR_multiview.vert.out21 Name 25 "gl_VertexID"
28 Decorate 25(gl_VertexID) BuiltIn VertexId
47 25(gl_VertexID): 24(ptr) Variable Input
Dglsl.es320.subgroup.vert.out14 0:10 'gl_VertexID' ( gl_VertexId highp int VertexId)
24 0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
43 0:10 'gl_VertexID' ( gl_VertexId highp int VertexId)
53 0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
Dspv.xfbStrideJustOnce.vert.out24 Name 31 "gl_VertexID"
37 Decorate 31(gl_VertexID) BuiltIn VertexId
63 31(gl_VertexID): 30(ptr) Variable Input
Dspv.xfbOffsetOnBlockMembersAssignment.vert.out24 Name 31 "gl_VertexID"
39 Decorate 31(gl_VertexID) BuiltIn VertexId
65 31(gl_VertexID): 30(ptr) Variable Input
DmaxClipDistances.vert.out8 0:? 'gl_VertexID' ( gl_VertexId int VertexId)
20 0:? 'gl_VertexID' ( gl_VertexId int VertexId)
Dspv.xfbOverlapOffsetCheckWithBlockAndMember.vert.out26 Name 37 "gl_VertexID"
43 Decorate 37(gl_VertexID) BuiltIn VertexId
73 37(gl_VertexID): 36(ptr) Variable Input
D435.vert.out11 0:? 'gl_VertexID' ( gl_VertexId int VertexId)
23 0:? 'gl_VertexID' ( gl_VertexId int VertexId)
Dspv.xfbOffsetOnStructMembersAssignment.vert.out28 Name 38 "gl_VertexID"
45 Decorate 38(gl_VertexID) BuiltIn VertexId
76 38(gl_VertexID): 37(ptr) Variable Input
Dspv.noBuiltInLoc.vert.out25 Name 33 "gl_VertexID"
43 Decorate 33(gl_VertexID) BuiltIn VertexId
71 33(gl_VertexID): 32(ptr) Variable Input
D410.vert.out16 0:? 'gl_VertexID' ( gl_VertexId int VertexId)
37 0:? 'gl_VertexID' ( gl_VertexId int VertexId)
DnoMain.vert.out7 0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
34 0:? 'gl_VertexID' ( gl_VertexId highp int VertexId)
/third_party/vk-gl-cts/data/gles31/shaders/es32/
Dlinkage_io_block.test34 variable1 = float(gl_VertexID);
70 variable1 = float(gl_VertexID);
105 variable.x = float(gl_VertexID);
140 variable1 = float(gl_VertexID);
174 variable[0] = float(gl_VertexID);
247 instanceName[0].variable = float(gl_VertexID);
310 variable = float(gl_VertexID);
348 variable = float(gl_VertexID);
Dseparate_shader_validation.test36 v_val = float(gl_VertexID);
69 v_val = float(gl_VertexID);
102 v_val = vec3(float(gl_VertexID));
134 v_val = float(gl_VertexID);
166 v_val = vec4(float(gl_VertexID));
198 v_val = float(gl_VertexID);
230 v_val = float(gl_VertexID);
262 v_val = float(gl_VertexID);
294 v_val = float(gl_VertexID);
328 v_val = float(gl_VertexID);
[all …]
/third_party/openGLES/extensions/ARB/
DARB_shader_draw_parameters.txt65 In unextended GL, vertex shaders have inputs named gl_VertexID and
67 instance. The value of gl_VertexID is the implicitly passed index of the
76 in gl_VertexID and gl_InstanceID, respectively.
82 provided by the application may use these variables to offset gl_VertexID
142 enumerated, including the special built-in inputs gl_VertexID,
145 Replace the paragraphs describing gl_VertexID and gl_InstanceID in Section
149 vertex shaders can access the read-only built-in variables gl_VertexID,
152 <gl_VertexID> holds ... (retain original language)
298 3 06/05/2013 gsellers Remove controls over gl_VertexID and
/third_party/skia/third_party/externals/opengl-registry/extensions/ARB/
DARB_shader_draw_parameters.txt55 In unextended GL, vertex shaders have inputs named gl_VertexID and
57 instance. The value of gl_VertexID is the implicitly passed index of the
66 in gl_VertexID and gl_InstanceID, respectively.
72 provided by the application may use these variables to offset gl_VertexID
132 enumerated, including the special built-in inputs gl_VertexID,
135 Replace the paragraphs describing gl_VertexID and gl_InstanceID in Section
139 vertex shaders can access the read-only built-in variables gl_VertexID,
142 <gl_VertexID> holds ... (retain original language)
288 3 06/05/2013 gsellers Remove controls over gl_VertexID and
/third_party/skia/third_party/externals/angle2/src/compiler/translator/TranslatorMetalDirect/
DIntroduceVertexIndexID.cpp19 constexpr const TVariable kgl_VertexIDMetal(BuiltInId::gl_VertexID,
26 BuiltInId::gl_VertexID,

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