Searched refs:readAccessName (Results 1 – 4 of 4) sorted by relevance
1015 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); in init() local1020 …string name = string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeNa… in init()1021 …string desc = string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + "… in init()1042 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); in init() local1048 …ring(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + s… in init()1049 … string("Temporary array with ") + writeAccessName + " write and " + readAccessName + " read in " … in init()1078 const char* readAccessName = getVectorAccessTypeName((VectorAccessType)readAccess); in init() local1084 …ring(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + s… in init()1085 …"Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " … in init()1120 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); in init() local[all …]
1094 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); in init() local1099 …string name = string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeNa… in init()1100 …string desc = string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + "… in init()1121 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); in init() local1127 …ring(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + s… in init()1128 … string("Temporary array with ") + writeAccessName + " write and " + readAccessName + " read in " … in init()1157 const char* readAccessName = getVectorAccessTypeName((VectorAccessType)readAccess); in init() local1163 …ring(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + s… in init()1164 …"Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " … in init()1193 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); in init() local[all …]
1149 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); in init() local1154 …string name = string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeNa… in init()1155 …string desc = string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + "… in init()1178 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); in init() local1184 …ring(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + s… in init()1185 … string("Temporary array with ") + writeAccessName + " write and " + readAccessName + " read in " … in init()1216 const char* readAccessName = getVectorAccessTypeName((VectorAccessType)readAccess); in init() local1222 …ring(getDataTypeName(varType)) + "_" + writeAccessName + "_write_" + readAccessName + "_read_" + s… in init()1223 …"Vector subscript access with ") + writeAccessName + " write and " + readAccessName + " read in " … in init()1260 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); in init() local[all …]
1191 const char* readAccessName = getIndexAccessTypeName((IndexAccessType)readAccess); in init() local1196 … string name = string(getDataTypeName(varType)) + "_" + readAccessName + "_read_" + shaderTypeName; in init()1198 string("Uniform array with ") + readAccessName + " read in " + shaderTypeName + " shader."; in init()1223 const char* readAccessName = getIndexAccessTypeName(readAccess); in init() local1230 readAccessName + "_read_" + shaderTypeName; in init()1232 readAccessName + " read in " + shaderTypeName + " shader."; in init()1263 const char* readAccessName = getVectorAccessTypeName(readAccess); in init() local1270 readAccessName + "_read_" + shaderTypeName; in init()1272 readAccessName + " read in " + shaderTypeName + " shader."; in init()1303 const char* readAccessName = getIndexAccessTypeName(readAccess); in init() local[all …]