Searched refs:vertexAttribOffset (Results 1 – 6 of 6) sorted by relevance
510 uint32_t inputSlot = backendState.vertexAttribOffset + mapSlot;646 &vertices[0].attrib[backendState.vertexAttribOffset]) +651 uint32_t attribSlot = backendState.vertexAttribOffset + attrib;905 uint32_t vertexAttribOffset = this->state.backendState.vertexAttribOffset;952 uint32_t attribSlot = vertexAttribOffset + a;1023 uint32_t vertexAttribOffset = this->state.backendState.vertexAttribOffset;1067 uint32_t attribSlot = vertexAttribOffset + a;1134 uint32_t vertexAttribOffset = this->state.backendState.vertexAttribOffset;1174 uint32_t attribSlot = vertexAttribOffset + a;1218 uint32_t attribSlot = vertexAttribOffset + a;
697 uint32_t vertexAttribOffset[MAX_SO_STREAMS]; member753 uint32_t vertexAttribOffset; member837 uint32_t vertexAttribOffset; member1136 uint32_t vertexAttribOffset; member
544 uint32_t paSlot = slot + soState.vertexAttribOffset[streamIndex]; in StreamOut()855 uint32_t attribOffset = slot + pState->vertexAttribOffset; in GeometryShaderStage()1354 hsContext.vert[i].attrib[tsState.vertexAttribOffset + slot] = simdattrib[i]; in TessellationStages()
93 inputSlot = backendState.vertexAttribOffset + attribSwizzle.sourceAttrib; in ProcessAttributes()97 inputSlot = backendState.vertexAttribOffset + i; in ProcessAttributes()
1522 pGS->vertexAttribOffset = VERTEX_POSITION_SLOT; in CompileGS()1523 pGS->inputVertStride = pGS->numInputAttribs + pGS->vertexAttribOffset; in CompileGS()1758 pTS->vertexAttribOffset = VERTEX_ATTRIB_START_SLOT; in CompileTES()2059 pTS->vertexAttribOffset = VERTEX_ATTRIB_START_SLOT; in CompileTCS()
2064 backendState.vertexAttribOffset = VERTEX_ATTRIB_START_SLOT; // TODO: optimize in swr_update_derived()2075 backendState.vertexClipCullOffset = backendState.vertexAttribOffset - 2; in swr_update_derived()