Searched refs:numIndicesPerInstance (Results 1 – 2 of 2) sorted by relevance
250 UINT numIndicesPerInstance = 0; in createInputLayout() local255 numIndicesPerInstance = gl::clampCast<UINT>(vertexCount); in createInputLayout()266 if (numIndicesPerInstance > 0 && currentAttributes[elementIndex]->divisor > 0) in createInputLayout()268 inputElements[elementIndex].InstanceDataStepRate = numIndicesPerInstance; in createInputLayout()
127 int numIndicesPerInstance = caps.usePrimitiveRestart() in drawPaths() local133 mesh.setIndexedInstanced(resources.refIndexBuffer(), numIndicesPerInstance, in drawPaths()