Searched refs:SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER (Results 1 – 9 of 9) sorted by relevance
626 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()641 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()657 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()700 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()717 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()737 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
648 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()663 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()679 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()719 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()736 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()756 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
1011 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
166 const bool selectView = (compileOptions & SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER) != 0; in DeclareAndInitBuiltinsForInstancedMultiview()
258 compileOptions |= SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER; in main()328 compileOptions &= ~SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER; in main()
46 SH_REWRITE_VECTOR_SCALAR_ARITHMETIC | SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER;
340 additionalOptions |= SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER; in compile()
233 const ShCompileOptions SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER = UINT64_C(1) << 31; variable
1418 if (isVertexShader && (compileOptions & SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER) != 0) in EmitMultiviewGLSL()