Searched refs:vertexState (Results 1 – 6 of 6) sorted by relevance
381 wgpu::VertexState vertexState; in Build() local382 vertexState.module = vsModule; in Build()383 vertexState.entryPoint = "main"; in Build()384 vertexState.bufferCount = inputs.size(); in Build()385 vertexState.buffers = &inputs.front(); in Build()405 rpDesc.vertex = vertexState; in Build()
711 wgpu::VertexState vertexState; in onRegenerateMipMapLevels() local712 vertexState.module = this->createShaderModule(vsSPIRV); in onRegenerateMipMapLevels()713 vertexState.entryPoint = "main"; in onRegenerateMipMapLevels()714 vertexState.bufferCount = 0; in onRegenerateMipMapLevels()726 renderPipelineDesc.vertex = vertexState; in onRegenerateMipMapLevels()
235 VertexProcessor::State vertexState; member in sw::Renderer
213 vertexState = vertexProcessor.update(pipelineState, vertexShader, inputs); in draw()217 …vertexRoutine = vertexProcessor.routine(vertexState, pipelineState.getPipelineLayout(), vertexShad… in draw()
457 VertexProcessor::State vertexState; member in sw::Renderer
280 vertexState = VertexProcessor::update(drawType); in draw()284 vertexRoutine = VertexProcessor::routine(vertexState); in draw()349 …bool includePrimitivesWrittenQueries = vertexState.transformFeedbackQueryEnabled && vertexState.tr… in draw()458 if(vertexState.sampler[sampler].textureType != TEXTURE_NULL) in draw()