Searched refs:gl_InvocationID (Results 1 – 25 of 306) sorted by relevance
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| /third_party/skia/third_party/externals/spirv-cross/shaders-msl/tesc/ |
| D | complex-control-point-inout-types.multi-patch.tesc | 42 gl_out[gl_InvocationID].gl_Position = vec4(1.0); 44 a[gl_InvocationID][0] = in_a[gl_InvocationID][0]; 45 a[gl_InvocationID][1] = in_a[gl_InvocationID][1]; 46 b[gl_InvocationID] = in_b[gl_InvocationID]; 47 m[gl_InvocationID] = in_m[gl_InvocationID]; 48 meep[gl_InvocationID].a = in_meep[gl_InvocationID].a; 49 meep[gl_InvocationID].b = in_meep[gl_InvocationID].b; 50 meeps[gl_InvocationID][0].a = in_meeps[gl_InvocationID][0].a; 51 meeps[gl_InvocationID][0].b = in_meeps[gl_InvocationID][0].b; 52 meeps[gl_InvocationID][1].a = in_meeps[gl_InvocationID][1].a; [all …]
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| D | complex-control-point-inout-types.tesc | 40 gl_out[gl_InvocationID].gl_Position = vec4(1.0); 42 a[gl_InvocationID][0] = in_a[gl_InvocationID][0]; 43 a[gl_InvocationID][1] = in_a[gl_InvocationID][1]; 44 b[gl_InvocationID] = in_b[gl_InvocationID]; 45 m[gl_InvocationID] = in_m[gl_InvocationID]; 46 meep[gl_InvocationID].a = in_meep[gl_InvocationID].a; 47 meep[gl_InvocationID].b = in_meep[gl_InvocationID].b; 48 meeps[gl_InvocationID][0].a = 1.0; 49 meeps[gl_InvocationID][0].b = 2.0; 50 meeps[gl_InvocationID][1].a = 3.0; [all …]
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| /third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/tesc/ |
| D | complex-control-point-inout-types.multi-patch.tesc | 104 uint gl_InvocationID = gl_GlobalInvocationID.x % 4; 106 gl_out[gl_InvocationID].gl_Position = float4(1.0); 107 gl_out[gl_InvocationID].a[0] = gl_in[gl_InvocationID].in_a[0]; 108 gl_out[gl_InvocationID].a[1] = gl_in[gl_InvocationID].in_a[1]; 109 gl_out[gl_InvocationID].b = gl_in[gl_InvocationID].in_b; 110 gl_out[gl_InvocationID].m = gl_in[gl_InvocationID].in_m; 111 gl_out[gl_InvocationID].meep.a = gl_in[gl_InvocationID].in_meep.a; 112 gl_out[gl_InvocationID].meep.b = gl_in[gl_InvocationID].in_meep.b; 113 gl_out[gl_InvocationID].meeps[0].a = gl_in[gl_InvocationID].in_meeps[0].a; 114 gl_out[gl_InvocationID].meeps[0].b = gl_in[gl_InvocationID].in_meeps[0].b; [all …]
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| D | complex-control-point-inout-types.tesc | 100 kernel void main0(main0_in in [[stage_in]], uint gl_InvocationID [[thread_index_in_threadgroup]], u… 103 if (gl_InvocationID < spvIndirectParams[0]) 104 gl_in[gl_InvocationID] = in; 106 if (gl_InvocationID >= 4) 108 gl_out[gl_InvocationID].gl_Position = float4(1.0); 109 gl_out[gl_InvocationID].a[0] = gl_in[gl_InvocationID].in_a_0; 110 gl_out[gl_InvocationID].a[1] = gl_in[gl_InvocationID].in_a_1; 111 gl_out[gl_InvocationID].b = gl_in[gl_InvocationID].in_b; 112 float2x2 _178 = float2x2(gl_in[gl_InvocationID].in_m_0, gl_in[gl_InvocationID].in_m_1); 113 gl_out[gl_InvocationID].m = _178; [all …]
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| /third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/tesc/ |
| D | complex-control-point-inout-types.multi-patch.tesc | 101 void write_in_func(device main0_out* thread & gl_out, thread uint& gl_InvocationID, device main0_in… 103 gl_out[gl_InvocationID].gl_Position = float4(1.0); 104 gl_out[gl_InvocationID].a[0] = gl_in[gl_InvocationID].in_a[0]; 105 gl_out[gl_InvocationID].a[1] = gl_in[gl_InvocationID].in_a[1]; 106 gl_out[gl_InvocationID].b = gl_in[gl_InvocationID].in_b; 107 gl_out[gl_InvocationID].m = gl_in[gl_InvocationID].in_m; 108 gl_out[gl_InvocationID].meep.a = gl_in[gl_InvocationID].in_meep.a; 109 gl_out[gl_InvocationID].meep.b = gl_in[gl_InvocationID].in_meep.b; 110 gl_out[gl_InvocationID].meeps[0].a = gl_in[gl_InvocationID].in_meeps[0].a; 111 gl_out[gl_InvocationID].meeps[0].b = gl_in[gl_InvocationID].in_meeps[0].b; [all …]
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| D | complex-control-point-inout-types.tesc | 101 void write_in_func(device main0_out* thread & gl_out, thread uint& gl_InvocationID, threadgroup mai… 103 gl_out[gl_InvocationID].gl_Position = float4(1.0); 104 gl_out[gl_InvocationID].a[0] = gl_in[gl_InvocationID].in_a_0; 105 gl_out[gl_InvocationID].a[1] = gl_in[gl_InvocationID].in_a_1; 106 gl_out[gl_InvocationID].b = gl_in[gl_InvocationID].in_b; 107 float2x2 _72 = float2x2(gl_in[gl_InvocationID].in_m_0, gl_in[gl_InvocationID].in_m_1); 108 gl_out[gl_InvocationID].m = _72; 109 gl_out[gl_InvocationID].meep.a = gl_in[gl_InvocationID].Meep_a; 110 gl_out[gl_InvocationID].meep.b = gl_in[gl_InvocationID].Meep_b; 111 gl_out[gl_InvocationID].meeps[0].a = 1.0; [all …]
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| /third_party/skia/third_party/externals/spirv-cross/reference/shaders-no-opt/asm/tesc/ |
| D | array-of-block-output-initializer.asm.tesc | 45 gl_out[gl_InvocationID].gl_Position = _3_0_init[gl_InvocationID]; 46 gl_out[gl_InvocationID].gl_PointSize = _3_1_init[gl_InvocationID]; 47 gl_out[gl_InvocationID].gl_ClipDistance = _3_2_init[gl_InvocationID]; 48 gl_out[gl_InvocationID].gl_CullDistance = _3_3_init[gl_InvocationID]; 49 if (gl_InvocationID == 0) 53 if (gl_InvocationID == 0) 57 if (gl_InvocationID == 0) 61 if (gl_InvocationID == 0) 65 if (gl_InvocationID == 0) 69 if (gl_InvocationID == 0) [all …]
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| /third_party/skia/third_party/externals/spirv-cross/reference/shaders-ue4/asm/tesc/ |
| D | tess-factor-must-be-threadgroup.asm.tesc | 137 … [[buffer(0)]], constant type_Material& Material [[buffer(1)]], uint gl_InvocationID [[thread_inde… 141 if (gl_InvocationID < spvIndirectParams[0]) 142 gl_in[gl_InvocationID] = in; 144 if (gl_InvocationID >= 3) 152 …gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz, cross(param_var_I[gl_… 153 …gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpol… 154 …gl_out[gl_InvocationID].out_var_TEXCOORD11_centroid = param_var_I[gl_InvocationID].FactoryInterpol… 155 gl_out[gl_InvocationID].out_var_VS_To_DS_Position = param_var_I[gl_InvocationID].Position; 156 gl_out[gl_InvocationID].out_var_Flat_DisplacementScales = _128; 157 …gl_out[gl_InvocationID].out_var_Flat_TessellationMultiplier = Material.Material_ScalarExpressions[… [all …]
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| D | hs-input-array-access.asm.tesc | 343 …[buffer(0)]], constant type_Primitive& Primitive [[buffer(1)]], uint gl_InvocationID [[thread_inde… 348 if (gl_InvocationID < spvIndirectParams[0]) 349 gl_in[gl_InvocationID] = in; 351 if (gl_InvocationID >= 3) 360 …float4 _247 = float4(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentTo… 361 …gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz, cross(param_var_I[gl_… 362 uint _254 = (gl_InvocationID < 2u) ? (gl_InvocationID + 1u) : 0u; 363 uint _255 = 2u * gl_InvocationID; 370 …float4 _279 = float4(param_var_I[9u + gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.Tang… 394 …gl_InvocationID].Position, (((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I… [all …]
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| D | hs-incorrect-base-type.asm.tesc | 301 …tructuredBuffer_v4float& View_PrimitiveSceneData [[buffer(1)]], uint gl_InvocationID [[thread_inde… 306 if (gl_InvocationID < spvIndirectParams[0]) 307 gl_in[gl_InvocationID] = in; 309 if (gl_InvocationID >= 3) 322 …float4 _301 = float4(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentTo… 323 …gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.PrimitiveId * 26u) + 22u].xyz * float3x3(p… 324 uint _313 = (gl_InvocationID < 2u) ? (gl_InvocationID + 1u) : 0u; 325 uint _314 = 2u * gl_InvocationID; 331 …gl_InvocationID].Position, (((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I… 332 …gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpol… [all …]
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| /third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-ue4/asm/tesc/ |
| D | tess-factor-must-be-threadgroup.asm.tesc | 137 … [[buffer(0)]], constant type_Material& Material [[buffer(1)]], uint gl_InvocationID [[thread_inde… 141 if (gl_InvocationID < spvIndirectParams[0]) 142 gl_in[gl_InvocationID] = in; 144 if (gl_InvocationID >= 3) 152 …gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz, cross(param_var_I[gl_… 153 …gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpol… 154 …gl_out[gl_InvocationID].out_var_TEXCOORD11_centroid = param_var_I[gl_InvocationID].FactoryInterpol… 155 gl_out[gl_InvocationID].out_var_VS_To_DS_Position = param_var_I[gl_InvocationID].Position; 156 gl_out[gl_InvocationID].out_var_Flat_DisplacementScales = _128; 157 …gl_out[gl_InvocationID].out_var_Flat_TessellationMultiplier = Material.Material_ScalarExpressions[… [all …]
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| D | hs-input-array-access.asm.tesc | 343 …[buffer(0)]], constant type_Primitive& Primitive [[buffer(1)]], uint gl_InvocationID [[thread_inde… 348 if (gl_InvocationID < spvIndirectParams[0]) 349 gl_in[gl_InvocationID] = in; 351 if (gl_InvocationID >= 3) 360 …float4 _247 = float4(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentTo… 361 …gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentToWorld0.xyz, cross(param_var_I[gl_… 362 uint _254 = (gl_InvocationID < 2u) ? (gl_InvocationID + 1u) : 0u; 363 uint _255 = 2u * gl_InvocationID; 370 …float4 _279 = float4(param_var_I[9u + gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.Tang… 394 …gl_InvocationID].Position, ((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I[… [all …]
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| D | hs-incorrect-base-type.asm.tesc | 301 …tructuredBuffer_v4float& View_PrimitiveSceneData [[buffer(1)]], uint gl_InvocationID [[thread_inde… 306 if (gl_InvocationID < spvIndirectParams[0]) 307 gl_in[gl_InvocationID] = in; 309 if (gl_InvocationID >= 3) 322 …float4 _301 = float4(param_var_I[gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.TangentTo… 323 …gl_InvocationID].FactoryInterpolants.InterpolantsVSToPS.PrimitiveId * 26u) + 22u].xyz * float3x3(p… 324 uint _313 = (gl_InvocationID < 2u) ? (gl_InvocationID + 1u) : 0u; 325 uint _314 = 2u * gl_InvocationID; 331 …gl_InvocationID].Position, ((((float4(2.0) * param_var_I[gl_InvocationID].Position) + param_var_I[… 332 …gl_out[gl_InvocationID].out_var_TEXCOORD10_centroid = param_var_I[gl_InvocationID].FactoryInterpol… [all …]
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| /third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl-no-opt/asm/masking/ |
| D | initializers.mask-location-1.asm.tesc | 71 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 77 gl_out[gl_InvocationID].foo = _15[gl_InvocationID]; 78 … gl_out[gl_InvocationID].gl_Position = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_Position; 79 …gl_out[gl_InvocationID].gl_PointSize = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_PointSiz… 80 …gl_out[gl_InvocationID].gl_ClipDistance = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_ClipD… 81 …gl_out[gl_InvocationID].gl_CullDistance = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_CullD… 84 gl_out[gl_InvocationID].foo = float4(1.0); 86 gl_out[gl_InvocationID].gl_Position = float4(3.0); 87 gl_out[gl_InvocationID].gl_PointSize = 4.0;
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| D | initializers.mask-position.msl2.asm.tesc | 72 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 78 gl_out[gl_InvocationID].foo = _15[gl_InvocationID]; 79 gl_out[gl_InvocationID].gl_PointSize = _29[gl_InvocationID].gl_PointSize; 80 gl_out[gl_InvocationID].gl_ClipDistance = _29[gl_InvocationID].gl_ClipDistance; 81 gl_out[gl_InvocationID].gl_CullDistance = _29[gl_InvocationID].gl_CullDistance; 82 gl_out_masked[gl_InvocationID] = _29[gl_InvocationID]; 85 gl_out[gl_InvocationID].foo = float4(1.0); 87 gl_out_masked[gl_InvocationID].gl_Position = float4(3.0); 88 gl_out[gl_InvocationID].gl_PointSize = 4.0;
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| D | initializers.mask-point-size.msl2.asm.tesc | 72 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 78 gl_out[gl_InvocationID].foo = _15[gl_InvocationID]; 79 gl_out[gl_InvocationID].gl_Position = _29[gl_InvocationID].gl_Position; 80 gl_out[gl_InvocationID].gl_ClipDistance = _29[gl_InvocationID].gl_ClipDistance; 81 gl_out[gl_InvocationID].gl_CullDistance = _29[gl_InvocationID].gl_CullDistance; 82 gl_out_masked[gl_InvocationID] = _29[gl_InvocationID]; 85 gl_out[gl_InvocationID].foo = float4(1.0); 87 gl_out[gl_InvocationID].gl_Position = float4(3.0); 88 gl_out_masked[gl_InvocationID].gl_PointSize = 4.0;
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| D | initializers.mask-location-0.msl2.asm.tesc | 72 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 78 foo[gl_InvocationID] = _15[gl_InvocationID]; 79 … gl_out[gl_InvocationID].gl_Position = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_Position; 80 …gl_out[gl_InvocationID].gl_PointSize = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_PointSiz… 81 …gl_out[gl_InvocationID].gl_ClipDistance = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_ClipD… 82 …gl_out[gl_InvocationID].gl_CullDistance = _29[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_CullD… 85 foo[gl_InvocationID] = float4(1.0); 87 gl_out[gl_InvocationID].gl_Position = float4(3.0); 88 gl_out[gl_InvocationID].gl_PointSize = 4.0;
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| D | initializers-block.mask-point-size.msl2.asm.tesc | 81 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 88 gl_out[gl_InvocationID].C_v = _18[gl_InvocationID].v; 89 gl_out[gl_InvocationID].gl_Position = _33[gl_InvocationID].gl_Position; 90 gl_out[gl_InvocationID].gl_ClipDistance = _33[gl_InvocationID].gl_ClipDistance; 91 gl_out[gl_InvocationID].gl_CullDistance = _33[gl_InvocationID].gl_CullDistance; 92 gl_out_masked[gl_InvocationID] = _33[gl_InvocationID]; 95 gl_out[gl_InvocationID].C_v = float4(1.0); 97 gl_out[gl_InvocationID].gl_Position = float4(3.0); 98 gl_out_masked[gl_InvocationID].gl_PointSize = 4.0;
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| D | initializers-block.mask-position.msl2.asm.tesc | 81 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 88 gl_out[gl_InvocationID].C_v = _18[gl_InvocationID].v; 89 gl_out[gl_InvocationID].gl_PointSize = _33[gl_InvocationID].gl_PointSize; 90 gl_out[gl_InvocationID].gl_ClipDistance = _33[gl_InvocationID].gl_ClipDistance; 91 gl_out[gl_InvocationID].gl_CullDistance = _33[gl_InvocationID].gl_CullDistance; 92 gl_out_masked[gl_InvocationID] = _33[gl_InvocationID]; 95 gl_out[gl_InvocationID].C_v = float4(1.0); 97 gl_out_masked[gl_InvocationID].gl_Position = float4(3.0); 98 gl_out[gl_InvocationID].gl_PointSize = 4.0;
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| /third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl/masking/ |
| D | write-outputs.mask-location-1.msl2.tesc | 19 void write_in_func(device main0_out* thread & gl_out, thread uint& gl_InvocationID, threadgroup flo… 21 gl_out[gl_InvocationID].v0 = float4(1.0); 22 gl_out[gl_InvocationID].v0.x = 2.0; 23 if (gl_InvocationID == 0) 28 gl_out[gl_InvocationID].gl_Position = float4(3.0); 29 gl_out[gl_InvocationID].gl_PointSize = 4.0; 30 gl_out[gl_InvocationID].gl_Position.z = 5.0; 31 gl_out[gl_InvocationID].gl_PointSize = 4.0; 34 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 39 write_in_func(gl_out, gl_InvocationID, v1);
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| D | write-outputs.mask-location-0.msl2.tesc | 20 void write_in_func(threadgroup float4 (&v0)[4], thread uint& gl_InvocationID, device float4& v1, de… 22 v0[gl_InvocationID] = float4(1.0); 23 v0[gl_InvocationID].x = 2.0; 24 if (gl_InvocationID == 0) 29 gl_out[gl_InvocationID].gl_Position = float4(3.0); 30 gl_out[gl_InvocationID].gl_PointSize = 4.0; 31 gl_out[gl_InvocationID].gl_Position.z = 5.0; 32 gl_out[gl_InvocationID].gl_PointSize = 4.0; 35 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 40 write_in_func(v0, gl_InvocationID, patchOut.v1, gl_out);
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| D | write-outputs.mask-location-1.tesc | 21 void write_in_func(device main0_out* thread & gl_out, thread uint& gl_InvocationID, threadgroup flo… 23 gl_out[gl_InvocationID].v0 = float4(1.0); 24 gl_out[gl_InvocationID].v0.z = 3.0; 25 if (gl_InvocationID == 0) 33 gl_out[gl_InvocationID].gl_Position = float4(10.0); 34 gl_out[gl_InvocationID].gl_Position.z = 20.0; 35 gl_out[gl_InvocationID].gl_PointSize = 40.0; 38 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 43 write_in_func(gl_out, gl_InvocationID, v1, patchOut.v3);
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| /third_party/skia/third_party/externals/spirv-cross/reference/shaders-msl-no-opt/asm/tesc/ |
| D | builtin-control-point-initializer.asm.tesc | 67 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 73 … gl_out[gl_InvocationID].gl_Position = _17[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_Position; 74 …gl_out[gl_InvocationID].gl_PointSize = _17[gl_InvocationID]._RESERVED_IDENTIFIER_FIXUP_gl_PointSiz… 75 gl_out[gl_InvocationID].Verts_a = _27[gl_InvocationID].a; 76 gl_out[gl_InvocationID].Verts_b = _27[gl_InvocationID].b; 77 gl_out[gl_InvocationID].gl_Position = float4(1.0); 78 gl_out[gl_InvocationID].Verts_a = float(gl_InvocationID);
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| /third_party/skia/third_party/externals/spirv-cross/shaders-msl-no-opt/asm/tesc/ |
| D | array-control-point-initializer.asm.tesc | 9 OpEntryPoint TessellationControl %main "main" %gl_out %gl_InvocationID %foo 19 OpName %gl_InvocationID "gl_InvocationID" 26 OpDecorate %gl_InvocationID BuiltIn InvocationId 42 %gl_InvocationID = OpVariable %_ptr_Input_int Input 59 %19 = OpLoad %int %gl_InvocationID 62 %30 = OpLoad %int %gl_InvocationID 63 %31 = OpLoad %int %gl_InvocationID 67 %35 = OpLoad %int %gl_InvocationID 68 %37 = OpLoad %int %gl_InvocationID 73 %41 = OpLoad %int %gl_InvocationID [all …]
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| /third_party/skia/third_party/externals/spirv-cross/reference/opt/shaders-msl/masking/ |
| D | write-outputs.mask-location-0.msl2.tesc | 17 kernel void main0(uint gl_InvocationID [[thread_index_in_threadgroup]], uint gl_PrimitiveID [[threa… 22 v0[gl_InvocationID] = float4(1.0); 23 v0[gl_InvocationID].x = 2.0; 24 if (gl_InvocationID == 0) 29 gl_out[gl_InvocationID].gl_Position = float4(3.0); 30 gl_out[gl_InvocationID].gl_PointSize = 4.0; 31 gl_out[gl_InvocationID].gl_Position.z = 5.0; 32 gl_out[gl_InvocationID].gl_PointSize = 4.0;
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