Searched refs:E_GL_NV_mesh_shader (Results 1 – 6 of 6) sorted by relevance
/third_party/glslang/glslang/MachineIndependent/ |
D | Initialize.cpp | 9187 …symbolTable.setVariableExtensions("gl_MeshVerticesNV", "gl_Position", 1, &E_GL_NV_mesh_shader); in identifyBuiltIns() 9188 …symbolTable.setVariableExtensions("gl_MeshVerticesNV", "gl_PointSize", 1, &E_GL_NV_mesh_shader); in identifyBuiltIns() 9189 …symbolTable.setVariableExtensions("gl_MeshVerticesNV", "gl_ClipDistance", 1, &E_GL_NV_mesh_shader); in identifyBuiltIns() 9190 …symbolTable.setVariableExtensions("gl_MeshVerticesNV", "gl_CullDistance", 1, &E_GL_NV_mesh_shader); in identifyBuiltIns() 9197 …le.setVariableExtensions("gl_MeshVerticesNV", "gl_PositionPerViewNV", 1, &E_GL_NV_mesh_shader); in identifyBuiltIns() 9198 …le.setVariableExtensions("gl_MeshVerticesNV", "gl_ClipDistancePerViewNV", 1, &E_GL_NV_mesh_shader); in identifyBuiltIns() 9199 …le.setVariableExtensions("gl_MeshVerticesNV", "gl_CullDistancePerViewNV", 1, &E_GL_NV_mesh_shader); in identifyBuiltIns() 9206 …bolTable.setVariableExtensions("gl_MeshPrimitivesNV", "gl_PrimitiveID", 1, &E_GL_NV_mesh_shader); in identifyBuiltIns() 9207 …bolTable.setVariableExtensions("gl_MeshPrimitivesNV", "gl_Layer", 1, &E_GL_NV_mesh_shader); in identifyBuiltIns() 9208 …bolTable.setVariableExtensions("gl_MeshPrimitivesNV", "gl_ViewportIndex", 1, &E_GL_NV_mesh_shader); in identifyBuiltIns() [all …]
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D | Versions.h | 270 const char* const E_GL_NV_mesh_shader = "GL_NV_mesh_shader"; variable 370 const char* const AEP_mesh_shader[] = { E_GL_NV_mesh_shader, E_GL_EXT_mesh_shader };
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D | Versions.cpp | 299 extensionBehavior[E_GL_NV_mesh_shader] = EBhDisable; in initializeExtensionBehavior() 1095 if (extensionTurnedOn(E_GL_NV_mesh_shader)) { in checkExtensionStage()
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D | Scan.cpp | 1764 parseContext.extensionTurnedOn(E_GL_NV_mesh_shader)) in tokenizeIdentifier()
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D | glslang.y | 1293 parseContext.requireExtensions($1.loc, 1, &E_GL_NV_mesh_shader, "perprimitiveNV");
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D | glslang_tab.cpp | 6715 … parseContext.requireExtensions((yyvsp[0].lex).loc, 1, &E_GL_NV_mesh_shader, "perprimitiveNV"); in yyparse()
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