Searched refs:MAX_VIEWS (Results 1 – 11 of 11) sorted by relevance
5 #define MAX_VIEWS gl_MaxMeshViewCountNV25 perviewNV vec4 color3[MAX_VIEWS][3]; // Explicitly sized32 perprimitiveNV vec4 color6[MAX_VIEWS][3]; // Explicitly sized34 vec4 color8[MAX_VIEWS]; // Explicitly sized38 perviewNV layout(location=18) out vec4 nonBlk1[MAX_VER][MAX_VIEWS]; // Explicit+Expl…40 perviewNV layout(location=20) out vec4 nonBlk3[][MAX_VIEWS]; // Implicit+Expl…44 perviewNV layout(location=22) out vec4 nonBlkArr1[MAX_VER][MAX_VIEWS][2]; // Explici…46 perviewNV layout(location=26) out vec4 nonBlkArr3[][MAX_VIEWS][2]; // Implici…52 uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
5 #define MAX_VIEWS gl_MaxMeshViewCountNV22 perviewNV vec4 gl_PositionPerViewNV[MAX_VIEWS]; // explicitly sized view dim23 perviewNV float gl_ClipDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim24 perviewNV float gl_CullDistancePerViewNV[MAX_VIEWS][4]; // explicitly sized view dim35 uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
5 #define MAX_VIEWS gl_MaxMeshViewCountNV20 vec4 incorrectViewDimSize1[MAX_VIEWS+1];26 perviewNV layout(location=11) out vec4 incorrectViewDimSize2[][MAX_VIEWS-1];
5 #define MAX_VIEWS gl_MaxMeshViewCountNV24 uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
3 #define MAX_VIEWS gl_MaxMeshViewCountNV31 uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
103 #define MAX_VIEWS gl_MaxMeshViewCountNV131 uint viewID = gl_MeshViewIndicesNV[gl_MeshViewCountNV%MAX_VIEWS];
48 #define MAX_VIEWS 8 macro
2076 p->maxMultiviewViewCount = MAX_VIEWS; in radv_get_physical_device_properties_1_1()2540 properties->maxMeshMultiviewViewCount = MAX_VIEWS; in radv_GetPhysicalDeviceProperties2()
98 #define MAX_VIEWS 16 macro
939 p->maxMultiviewViewCount = MAX_VIEWS; in tu_get_physical_device_properties_1_1()
108 #define MAX_VIEWS 8 macro