Lines Matching defs:variables

37  *   - Types and qualifiers of uniforms, outputs, and global variables defined
39 * - Initializers for uniforms and global variables defined
116 : num_variables(num_vars), num_found(0), variables(vars)
156 if (strcmp(variables[i]->name, name) == 0) {
157 if (!variables[i]->found) {
158 variables[i]->found = true;
172 unsigned num_variables; /**< Number of variables to find */
173 unsigned num_found; /**< Number of variables already found */
174 find_variable * const *variables; /**< Variables to find */
178 * Determine whether or not any of NULL-terminated list of variables is ever
492 /* Only assign locations for variables that lack an explicit location.
493 * Explicit locations are set for all built-in variables, generic vertex
546 find_variable * const variables[] = {
552 find_assignments(shader->ir, variables);
697 find_variable * const variables[] = { &gl_FragColor, &gl_FragData, NULL };
698 find_assignments(shader->ir, variables);
836 * Perform validation of global variables used across multiple shaders
841 struct exec_list *ir, glsl_symbol_table *variables,
874 ir_variable *const existing = variables->get_variable(var->name);
1022 variables->replace_variable(existing->name, var);
1063 /* Check the precision qualifier matches for uniform variables on
1111 variables->add_variable(var);
1123 glsl_symbol_table variables;
1129 &variables, true);
1237 * Verifies the invariance of built-in special variables.
1254 * fragment shaders must match. For the built-in special variables,
1310 * Remap variables referenced in an instruction tree
1315 * references and replaces the references with matching variables in the target
2271 * Link all out variables on a single stage which are not
2326 /* Check that global variables defined in multiple shaders are consistent.
2328 glsl_symbol_table variables;
2332 cross_validate_globals(&ctx->Const, prog, shader_list[i]->ir, &variables,
2658 * \param prog Shader program whose variables need locations
2830 * add it to the list of variables that need linker-assigned locations.
2863 * input variables are assigned to the same location. For
2864 * vertex shaders, multiple input variables may be assigned
2874 * to find space for other variables without explicit
2893 * GLSL specifications, we allow aliasing of vertex input variables
2930 * variables are placed within the same location, they
2932 * integer). No component aliasing of output variables or
2985 /* Only track assigned variables for non-ES fragment shaders
3001 * active attribute variables may fail to link, unless
3004 * of this test, attribute variables of the type dvec3, dvec4,
3217 * "No two default-block uniform variables in the program can have
3274 * "No two subroutine uniform variables can have the same location
3962 * variables that were removed (e.g., unused uniforms). Since it may