Lines Matching defs:data2
1363 " ivec2 data2;" NL "} g_input;" NL "layout(std430, binding = 1) buffer Output {" NL " float data0;" NL
1364 " float data1[3];" NL " ivec2 data2;" NL "} g_output;" NL "void main() {" NL
1367 " g_output.data2 = g_input.data2;" NL "}";
1407 " vec2 data2;" NL " readonly vec3 data3[2];" NL " float data4;" NL "} g_input;" NL
1409 " vec2 data2;" NL " vec3 data3[2];" NL " float data4;" NL "} g_output;" NL "void main() {" NL
1412 " g_output.data2 = g_input.data2;" NL
1502 " float data2;" NL "} g_input;" NL "layout(std430, binding = 1) buffer Output {" NL " mat4x2 data0;" NL
1503 " mat2x3 data1;" NL " float data2;" NL "} g_output;" NL "void main() {" NL
1505 " g_output.data2 = g_input.data2;" NL "}";
1661 " vec2 data2;" NL " float data3[5];" NL " vec3 data4[2];" NL " float data5[2];" NL
1664 " vec2 data2;" NL " float data3[5];" NL " vec3 data4[2];" NL " float data5[2];" NL
1668 " g_output.data2 = g_input.data2;" NL
1746 NL " float data2;" // offset = 16
1750 " float data2;" NL " Struct1 data3;" NL " Struct2 data4[2];" NL "} g_output;" NL "void main() {" NL
1752 " g_output.data2 = g_input.data2;" NL " g_output.data3 = g_input.data3;" NL
1835 " ivec2 data2;" NL "} g_input;" NL "layout(std140, binding = 1) buffer Output {" NL " float data0;" NL
1836 " float data1[3];" NL " ivec2 data2;" NL "} g_output;" NL "void main() {" NL
1839 " g_output.data2 = g_input.data2;" NL "}";
1895 " vec2 data2;" NL " readonly vec3 data3[2];" NL " float data4;" NL "} g_input;" NL
1897 " vec2 data2;" NL " vec3 data3[2];" NL " float data4;" NL "} g_output;" NL "void main() {" NL
1900 " g_output.data2 = g_input.data2;" NL
1955 " float data2;" NL "} g_input;" NL "layout(std140, binding = 1) buffer Output {" NL " mat4x2 data0;" NL
1956 " mat2x3 data1;" NL " float data2;" NL "} g_output;" NL "void main() {" NL
1958 " g_output.data2 = g_input.data2;" NL "}";
2118 " vec2 data2;" NL " vec2 data3;" NL " mat2 data4[2];" NL " mat3 data5[2];" NL " mat4 data6[2];" NL
2120 " float data1[3];" NL " vec2 data2;" NL " vec2 data3;" NL " mat2 data4[2];" NL " mat3 data5[2];" NL
2124 " g_output.data2 = g_input.data2;" NL " g_output.data3 = g_input.data3;" NL
3221 NL " mat3x2 data2;" //BA=16, OF=[24]96, next=144
3228 NL " mat3x2 data2;" //BA=8, OF=[6], next=[12]
3241 " mat3x2 data2;" NL " float data3;" NL " float data4[2];" NL " int data5;" NL " ivec3 data6;" NL
3243 " float data1[5];" NL " mat3x2 data2;" NL " float data3;" NL " float data4[2];" NL " int data5;" NL
3249 " g_output0.data2 = g_input0.data2;" NL " g_output0.data3 = g_input0.data3;" NL
3255 " g_output1.data2 = g_input1.data2;" NL " g_output1.data3 = g_input1.data3;" NL
3519 NL " int data2;" // offset std430 16, std140 32
3524 NL " float data2;" // offset 48
3530 NL " float data2;" // offset 24
3537 " float data2;" NL " Struct1 data3[2];" NL " float data4;" NL " Struct2 data5;" NL "} g_output01[2];" NL
3539 " float data2;" NL " Struct1 data3[2];" NL " float data4;" NL " Struct2 data5;" NL "} g_output23[2];" NL NL
3542 " g_output01[0].data2 = g_input01[0].data2;" NL " g_output01[0].data3[0] = g_input01[0].data3[0];" NL
3546 " g_output01[1].data2 = g_input01[1].data2;" NL " g_output01[1].data3[0] = g_input01[1].data3[0];" NL
3551 " g_output23[0].data2 = g_input23[0].data2;" NL " g_output23[0].data3[0] = g_input23[0].data3[0];" NL
3555 " g_output23[1].data2 = g_input23[1].data2;" NL " g_output23[1].data3[0] = g_input23[1].data3[0];" NL
3767 ip[11] = 4; // data2
3836 return NL "layout(std430, binding = 0) buffer Input {" NL " ivec4 data0;" NL " vec3 data1;" NL " uvec4 data2;" NL
3839 " uvec4 data2;" NL " ivec4 data3;" NL " vec4 data4;" NL " mat4 data5;" NL "} g_output;" NL
3842 " g_output.data2.xwy = g_input.data2.wzx;" NL " g_output.data3.xw = ivec2(10, 20);" NL
5062 const GLubyte data2[] = { 0, 0x88, 0, 0, 0, 0x11, 0, 0, 0, 0x44, 0, 0, 0, 0x22, 0, 0 };
5064 glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(data2), data2, GL_STATIC_DRAW);
5312 const GLubyte data2[] = { 0, 0x88, 0, 0, 0, 0x11, 0, 0, 0, 0x44, 0, 0, 0, 0x22, 0, 0 };
5314 glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(data2), data2, GL_STATIC_DRAW);