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Searched refs:fullInput (Results 1 – 1 of 1) sorted by relevance

/third_party/glslang/glslang/MachineIndependent/
DShaderLang.cpp1006 …TInputScanner fullInput(numStrings + numPre + numPost, strings.get(), lengths.get(), names.get(), … in ProcessDeferred() local
1011 bool success = processingContext(*parseContext, ppContext, fullInput, in ProcessDeferred()
1221 TInputScanner& fullInput, bool versionWillBeError, in operator ()()
1227 if (! parseContext.parseShaderStrings(ppContext, fullInput, versionWillBeError)) in operator ()()