Searched refs:outputLocation (Results 1 – 7 of 7) sorted by relevance
105 if (outputVar.outputLocation == location && outputVar.outputIndex == index) in FindOutputAtLocation()1252 outputKeyVariable.outputLocation = renderTargetIndex; in getPixelShaderOutputKey()1266 outputKeyVariable.outputLocation = secondaryIndex; in getPixelShaderOutputKey()1287 const VariableLocation &outputLocation = in getPixelShaderOutputKey() local1289 if (!outputLocation.used()) in getPixelShaderOutputKey()1293 const sh::ShaderVariable &outputVariable = shaderOutputVars[outputLocation.index]; in getPixelShaderOutputKey()1298 (outputVariable.isArray() ? Str(outputLocation.arrayIndex) : ""); in getPixelShaderOutputKey()1307 (outputVariable.isArray() ? ArrayString(outputLocation.arrayIndex) : ""); in getPixelShaderOutputKey()1308 outputKeyVariable.outputLocation = outputLocationIndex; in getPixelShaderOutputKey()1318 const VariableLocation &outputLocation = in getPixelShaderOutputKey() local[all …]
74 outputLocation(outputLocationIn), in PixelShaderOutputVariable()81 size_t outputLocation = 0; member
82 if (outputVar.outputLocation == location) in GetMaxOutputIndex()98 size_t location = shaderOutputVars[0].outputLocation; in GetDefaultOutputLayoutFromShader()1156 stream->readInt(&mPixelShaderKey[pixelShaderKeyIndex].outputLocation); in load()1446 stream->writeInt(variable.outputLocation); in save()
364 const gl::VariableLocation &outputLocation = in link() local366 if (outputLocation.arrayIndex == 0 && outputLocation.used() && in link()367 !outputLocation.ignored) in link()370 mState.getOutputVariables()[outputLocation.index]; in link()387 const gl::VariableLocation &outputLocation = in link() local389 if (outputLocation.arrayIndex == 0 && outputLocation.used() && in link()390 !outputLocation.ignored) in link()393 mState.getOutputVariables()[outputLocation.index]; in link()
301 for (const gl::VariableLocation &outputLocation : secondaryOutputLocations) in AssignSecondaryOutputLocations() local303 if (outputLocation.arrayIndex == 0 && outputLocation.used() && !outputLocation.ignored) in AssignSecondaryOutputLocations()305 const sh::ShaderVariable &outputVar = outputVariables[outputLocation.index]; in AssignSecondaryOutputLocations()362 for (const gl::VariableLocation &outputLocation : outputLocations) in AssignOutputLocations() local364 if (outputLocation.arrayIndex == 0 && outputLocation.used() && !outputLocation.ignored) in AssignOutputLocations()366 const sh::ShaderVariable &outputVar = outputVariables[outputLocation.index]; in AssignOutputLocations()
1252 Variable inputValue(localcounter), outputLocation(localcounter); in MakeShader() local1255 (outputLocation, is, op::AccessChain, var.outputPtr, var.output) in MakeShader()1256 (op::Store, outputLocation, inputValue); in MakeShader()
1263 const int outputLocation = (shader->getDefaultBlock().variables[ndx].layout.location == -1) in getFragmentOutputMaxLocation() local1274 maxOutputLocation = de::max(maxOutputLocation, outputLocation + locationSlotsTaken - 1); in getFragmentOutputMaxLocation()