Searched refs:vertexAttribOffset (Results 1 – 6 of 6) sorted by relevance
470 uint32_t inputSlot = backendState.vertexAttribOffset + mapSlot;607 …pBase = reinterpret_cast<uint8_t *>(&vertices[0].attrib[backendState.vertexAttribOffset]) + sizeof…611 uint32_t attribSlot = backendState.vertexAttribOffset + attrib;822 uint32_t vertexAttribOffset = this->state.backendState.vertexAttribOffset;858 uint32_t attribSlot = vertexAttribOffset + a;914 uint32_t vertexAttribOffset = this->state.backendState.vertexAttribOffset;956 uint32_t attribSlot = vertexAttribOffset + a;1010 uint32_t vertexAttribOffset = this->state.backendState.vertexAttribOffset;1049 uint32_t attribSlot = vertexAttribOffset + a;1082 uint32_t attribSlot = vertexAttribOffset + a;
696 uint32_t vertexAttribOffset[MAX_SO_STREAMS]; member750 uint32_t vertexAttribOffset; member830 uint32_t vertexAttribOffset; member1107 uint32_t vertexAttribOffset; member
539 uint32_t paSlot = slot + soState.vertexAttribOffset[streamIndex]; in StreamOut()827 uint32_t attribSlot = pState->vertexAttribOffset + slot; in GeometryShaderStage()1235 uint32_t attribSlot = tsState.vertexAttribOffset + slot; in TessellationStages()
98 inputSlot = backendState.vertexAttribOffset + attribSwizzle.sourceAttrib; in ProcessAttributes()103 inputSlot = backendState.vertexAttribOffset + i; in ProcessAttributes()
562 pGS->vertexAttribOffset = VERTEX_ATTRIB_START_SLOT; // TODO: optimize in CompileGS()564 pGS->inputVertStride = pGS->numInputAttribs + pGS->vertexAttribOffset; in CompileGS()
1805 backendState.vertexAttribOffset = VERTEX_ATTRIB_START_SLOT; // TODO: optimize in swr_update_derived()1816 backendState.vertexClipCullOffset = backendState.vertexAttribOffset - 2; in swr_update_derived()