Lines Matching defs:inputs
146 /* Process inputs (if present). */
148 /* If the fragment shader has inputs, the first iterator
187 * \param[in] inputs The vertex shader input data.
190 static size_t alloc_vs_inputs(struct rogue_vertex_inputs *inputs)
194 for (size_t u = 0; u < inputs->num_input_vars; ++u) {
196 assert(inputs->base[u] == ~0);
198 inputs->base[u] = vs_inputs;
199 vs_inputs += inputs->components[u];
246 * \param[in] inputs The vertex input data.
250 static void reserve_vs_input(struct rogue_vertex_inputs *inputs,
256 assert(i < ARRAY_SIZE(inputs->base));
258 inputs->base[i] = ~0;
259 inputs->components[i] = components;
260 ++inputs->num_input_vars;
301 /* Process inputs. */
306 /* Check that inputs are F32. */
315 reserve_vs_input(&vs_data->inputs, i, components);
318 vs_data->num_vertex_input_regs = alloc_vs_inputs(&vs_data->inputs);
471 * Collects the inputs/outputs/memory required, and feeds that back to the
474 * compilation, which would let us do things like cull unused inputs.