Searched refs:numCompIn (Results 1 – 1 of 1) sorted by relevance
1713 uint32_t numCompIn = 0, numCompOut = 0; in ValidateShaderStageInputOutputLimits() local1725 numCompIn += GetComponentsConsumedByType(src, var.baseTypePtrID, false); in ValidateShaderStageInputOutputLimits()1744 if (numCompIn > limits.maxTessellationControlPerVertexInputComponents) { in ValidateShaderStageInputOutputLimits()1751 numCompIn - limits.maxTessellationControlPerVertexInputComponents); in ValidateShaderStageInputOutputLimits()1765 if (numCompIn > limits.maxTessellationEvaluationInputComponents) { in ValidateShaderStageInputOutputLimits()1772 numCompIn - limits.maxTessellationEvaluationInputComponents); in ValidateShaderStageInputOutputLimits()1786 if (numCompIn > limits.maxGeometryInputComponents) { in ValidateShaderStageInputOutputLimits()1792 … limits.maxGeometryInputComponents, numCompIn - limits.maxGeometryInputComponents); in ValidateShaderStageInputOutputLimits()1805 if (numCompIn > limits.maxFragmentInputComponents) { in ValidateShaderStageInputOutputLimits()1811 … limits.maxFragmentInputComponents, numCompIn - limits.maxFragmentInputComponents); in ValidateShaderStageInputOutputLimits()