Lines Matching defs:shader
153 * being the first shader stage. This allows for stages to be split or added
422 * Makes it easier to check active shader stages by just shifting and
469 /* Count of each VkDescriptorType per shader stage. Dynamically allocated
576 /* True if any fragment shader used in this sub command uses atomic
583 /* True if any fragment shader used in this sub command has side
588 /* True if any vertex shader used in this sub command contains both
593 /* True if any fragment shader used in this sub command contains
607 /* True if any shader used in this sub command uses atomic
1010 /* True if this shader uses any atomic operations. */
1013 /* True if this shader uses both texture reads and texture writes. */
1019 /* True if this shader has side effects */
1022 /* True if this shader is simply a nop.end. */
1027 /* Pointer to a buffer object that contains the shader binary. */
1046 /* Pointer to a buffer object that contains the shader binary. */
1072 /* TODO: Change this to be an anonymous struct once the shader hardcoding
1076 /* Pointer to a buffer object that contains the shader binary. */
1081 /* E.g. GLSL shader uses gl_NumWorkGroups. */
1088 } shader;