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Searched refs:numCompIn (Results 1 – 1 of 1) sorted by relevance

/external/vulkan-validation-layers/layers/
Dshader_validation.cpp1713 uint32_t numCompIn = 0, numCompOut = 0; in ValidateShaderStageInputOutputLimits() local
1725 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()