Searched refs:vertexId (Results 1 – 9 of 9) sorted by relevance
98 vec4 drawTexturePosition(int vertexId)108 drawTextureVertices[vertexId] *112 vec4 drawTextureTexCoord(int vertexId, int textureUnit)120 drawTextureVertices[vertexId] *178 int vertexId = gl_VertexID;179 vec4 posDrawTexture = drawTexturePosition(vertexId);188 texcoord0_varying = drawTextureTexCoord(vertexId, 0);189 texcoord1_varying = drawTextureTexCoord(vertexId, 1);190 texcoord2_varying = drawTextureTexCoord(vertexId, 2);191 texcoord3_varying = drawTextureTexCoord(vertexId, 3);
90 if (info->io.vertexId < info->numSysVals) in dummy_assign_slots()91 info->sv[info->io.vertexId].slot[0] = n++; in dummy_assign_slots()
93 if (info->io.vertexId < info->numSysVals) in nv50_vertprog_assign_slots()94 info->sv[info->io.vertexId].slot[0] = n++; in nv50_vertprog_assign_slots()411 prog->vp.need_vertex_id = info_out.io.vertexId < PIPE_MAX_SHADER_INPUTS; in nv50_program_translate()
203 uint8_t vertexId; /* system value index of VertexID */ member
1035 INFO(" \"vertexId\":\"%d\"\n", info_out->io.vertexId); in nv50_ir_prog_info_out_print()
1265 info_out->io.vertexId = 0xff; in nv50_ir_init_prog_info()
1002 info_out->io.vertexId = info_out->numSysVals; in assignSlots()
1387 info_out->io.vertexId = first; in scanDeclaration()
695 prog->vp.need_vertex_id = info_out.io.vertexId < PIPE_MAX_SHADER_INPUTS; in nvc0_program_translate()