Searched refs:mGeometryShaderInvocations (Results 1 – 10 of 10) sorted by relevance
128 mGeometryShaderInvocations(1), in ShaderState()333 mState.mGeometryShaderInvocations = 1; in compile()561 mState.mGeometryShaderInvocations = sh::GetGeometryShaderInvocations(compilerHandle); in resolveCompile()779 return mState.mGeometryShaderInvocations; in getGeometryShaderInvocations()
111 Optional<GLint> getGeometryShaderInvocations() const { return mGeometryShaderInvocations; } in getGeometryShaderInvocations()147 int mGeometryShaderInvocations; variable
309 int getGeometryShaderInvocations() const { return mGeometryShaderInvocations; } in getGeometryShaderInvocations()465 int mGeometryShaderInvocations; variable
176 mGeometryShaderInvocations(1),271 mGeometryShaderInvocations = 1; in reset()308 mGeometryShaderInvocations = stream->readInt<int>(); in load()534 ASSERT(mGeometryShaderInvocations >= 1 && mGeometryShaderMaxVertices >= 0); in save()537 stream->writeInt(mGeometryShaderInvocations); in save()
331 mState.mExecutable->mGeometryShaderInvocations = geometryExecutable.mGeometryShaderInvocations; in updateExecutableGeometryProperties()
3375 mState.mExecutable->mGeometryShaderInvocations = in linkValidateShaders()
155 int getGeometryShaderInvocations() const { return mGeometryShaderInvocations; } in getGeometryShaderInvocations()329 int mGeometryShaderInvocations; variable
468 return (mGeometryShaderInvocations > 0) ? mGeometryShaderInvocations : 1; in getGeometryShaderInvocations()720 int mGeometryShaderInvocations; variable
340 mGeometryShaderInvocations(0), in TCompiler()568 mGeometryShaderInvocations = parseContext.getGeometryShaderInvocations(); in setASTMetadata()1370 mGeometryShaderInvocations = 0; in clearResults()
235 mGeometryShaderInvocations(0), in TParseContext()3418 if (mGeometryShaderInvocations == 0) in parseGeometryShaderInputLayoutQualifier()3420 mGeometryShaderInvocations = layoutQualifier.invocations; in parseGeometryShaderInputLayoutQualifier()3422 else if (mGeometryShaderInvocations != layoutQualifier.invocations) in parseGeometryShaderInputLayoutQualifier()