Searched refs:triangleIndex (Results 1 – 13 of 13) sorted by relevance
104 var triangleIndex = GlobalInvocationID.x;105 if ((triangleIndex >= uniforms.numTriangles)) {109 var i0 = indices.values[((3u * triangleIndex) + 0u)];110 var i1 = indices.values[((3u * triangleIndex) + 1u)];111 var i2 = indices.values[((3u * triangleIndex) + 2u)];119 if ((triangleIndex == 0u)) {145 var triangleIndex = GlobalInvocationID.x;147 if ((triangleIndex >= uniforms.numTriangles)) {150 var i0 = indices.values[((3u * triangleIndex) + 0u)];151 var i1 = indices.values[((3u * triangleIndex) + 1u)];[all …]
101 var triangleIndex = GlobalInvocationID.x;103 if(triangleIndex >= uniforms.numTriangles){109 var i0 = indices.values[3u * triangleIndex + 0u];110 var i1 = indices.values[3u * triangleIndex + 1u];111 var i2 = indices.values[3u * triangleIndex + 2u];123 if(triangleIndex == 0u){161 var triangleIndex = GlobalInvocationID.x;165 if(triangleIndex >= uniforms.numTriangles){169 var i0 = indices.values[3u * triangleIndex + 0u];170 var i1 = indices.values[3u * triangleIndex + 1u];[all …]
82 uint triangleIndex = GlobalInvocationID.x;83 if ((triangleIndex >= uniforms[0].x)) {87 uint i0 = indices.Load((4u * ((3u * triangleIndex) + 0u)));88 uint i1 = indices.Load((4u * ((3u * triangleIndex) + 1u)));89 uint i2 = indices.Load((4u * ((3u * triangleIndex) + 2u)));97 if ((triangleIndex == 0u)) {141 uint triangleIndex = GlobalInvocationID.x;143 if ((triangleIndex >= uniforms[0].x)) {146 uint i0 = indices.Load((4u * ((3u * triangleIndex) + 0u)));147 uint i1 = indices.Load((4u * ((3u * triangleIndex) + 1u)));[all …]
94 uint triangleIndex = GlobalInvocationID[0];95 if ((triangleIndex >= (*(tint_symbol_8)).numTriangles)) {99 uint i0 = (*(tint_symbol_11)).values[((3u * triangleIndex) + 0u)];100 uint i1 = (*(tint_symbol_11)).values[((3u * triangleIndex) + 1u)];101 uint i2 = (*(tint_symbol_11)).values[((3u * triangleIndex) + 2u)];109 if ((triangleIndex == 0u)) {143 uint triangleIndex = GlobalInvocationID[0];145 if ((triangleIndex >= (*(tint_symbol_32)).numTriangles)) {148 uint i0 = (*(tint_symbol_35)).values[((3u * triangleIndex) + 0u)];149 uint i1 = (*(tint_symbol_35)).values[((3u * triangleIndex) + 1u)];[all …]
76 uint triangleIndex = GlobalInvocationID.x;77 if ((triangleIndex >= uniforms.numTriangles)) {81 uint i0 = indices.values[((3u * triangleIndex) + 0u)];82 uint i1 = indices.values[((3u * triangleIndex) + 1u)];83 uint i2 = indices.values[((3u * triangleIndex) + 2u)];91 if ((triangleIndex == 0u)) {285 uint triangleIndex = GlobalInvocationID.x;287 if ((triangleIndex >= uniforms.numTriangles)) {290 uint i0 = indices.values[((3u * triangleIndex) + 0u)];291 uint i1 = indices.values[((3u * triangleIndex) + 1u)];[all …]
84 OpName %triangleIndex "triangleIndex"105 OpName %triangleIndex_0 "triangleIndex"406 %triangleIndex = OpVariable %_ptr_Function_uint Function %141419 OpStore %triangleIndex %209420 %211 = OpLoad %uint %triangleIndex430 %219 = OpLoad %uint %triangleIndex436 %225 = OpLoad %uint %triangleIndex442 %231 = OpLoad %uint %triangleIndex477 %269 = OpLoad %uint %triangleIndex
117 var triangleIndex = GlobalInvocationID.x;118 if ((triangleIndex >= uniforms.numTriangles)) {122 var i0 = indices.values[((3u * triangleIndex) + 0u)];
111 uint triangleIndex = GlobalInvocationID.x;112 if ((triangleIndex >= uniforms[0].x)) {116 uint i0 = indices.Load((4u * ((3u * triangleIndex) + 0u)));
135 var triangleIndex = GlobalInvocationID.x;136 if ((triangleIndex >= uniforms.numTriangles)) {140 var i0 = indices.values[((3u * triangleIndex) + 0u)];
122 uint triangleIndex = GlobalInvocationID[0];123 if ((triangleIndex >= (*(tint_symbol_8)).numTriangles)) {127 uint i0 = (*(tint_symbol_11)).values[((3u * triangleIndex) + 0u)];
99 OpName %triangleIndex "triangleIndex"430 %triangleIndex = OpVariable %_ptr_Function_uint Function %179443 OpStore %triangleIndex %244444 %246 = OpLoad %uint %triangleIndex454 %253 = OpLoad %uint %triangleIndex
1151 …const auto triangleIndex = (isIndexed ? (pixelCount - 1u - pixelNumber) : pixelNumber); // Reverse… in iterate() local1154 (m_params.stride == 0u && triangleIndex >= trianglesPerDraw && isMosaic)) in iterate()1171 : (isMosaic ? (triangleIndex / trianglesPerDraw) : (drawInfos.drawInfoCount() - 1u))); in iterate()
625 unsigned int triangleIndex = n / nVerticesPerTriangleStripPrimitive; in createGridTriangleStrip() local626 AdjacencyGridTriangle* trianglePtr = test_data.m_grid->m_triangles + triangleIndex; in createGridTriangleStrip()