Lines Matching refs:enumerated
255 first will not be enumerated.
260 shader stage other than the last will not be enumerated.
317 each enumerated array element as a separate active variable.
322 applied recursively for the single enumerated array element.
777 would exactly match the enumerated name of the array if the decimal
828 vertex shader input variables are enumerated, including the special
1430 RESOLVED: Yes; built-ins should be enumerated when present.
1476 elements and 3 structure members will result in 24 entries enumerated
1539 multi-dimensional arrays that could be enumerated by this API? How
1540 should arrays of arrays be enumerated?
1569 where each enumerated entry corresponds to an array of size 3, has a
1740 "gl_PerVertex" enumerated?
1746 name, it is enumerated using just the variable name.
1749 name, it is enumerated as "BlockName.Member", where "BlockName" is
1765 the three uniforms (if active) are enumerated as "member1",
1773 standard rules would result in an enumerated name of
1781 attributes, those variables will be enumerated along with per-vertex
1793 these entries are enumerated with a type of NONE. gl_NextBuffer returns
1880 language whether these variables should be enumerated by
1917 "gl_VertexID" should be enumerated in the PROGRAM_INPUT and
1967 enumerated in the PROGRAM_INPUT and PROGRAM_OUTPUT interfaces, plus