Lines Matching defs:data2
1362 " ivec2 data2;" NL "} g_input;" NL "layout(std430, binding = 1) buffer Output {" NL " float data0;" NL
1363 " float data1[3];" NL " ivec2 data2;" NL "} g_output;" NL "void main() {" NL
1366 " g_output.data2 = g_input.data2;" NL "}";
1406 " vec2 data2;" NL " readonly vec3 data3[2];" NL " float data4;" NL "} g_input;" NL
1408 " vec2 data2;" NL " vec3 data3[2];" NL " float data4;" NL "} g_output;" NL "void main() {" NL
1411 " 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 "}";
1662 " vec2 data2;" NL " float data3[5];" NL " vec3 data4[2];" NL " float data5[2];" NL
1665 " vec2 data2;" NL " float data3[5];" NL " vec3 data4[2];" NL " float data5[2];" NL
1669 " g_output.data2 = g_input.data2;" NL
1747 NL " float data2;" // offset = 16
1751 " float data2;" NL " Struct1 data3;" NL " Struct2 data4[2];" NL "} g_output;" NL "void main() {" NL
1753 " 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 "}";
1896 " vec2 data2;" NL " readonly vec3 data3[2];" NL " float data4;" NL "} g_input;" NL
1898 " vec2 data2;" NL " vec3 data3[2];" NL " float data4;" NL "} g_output;" NL "void main() {" NL
1901 " g_output.data2 = g_input.data2;" NL
1956 " float data2;" NL "} g_input;" NL "layout(std140, binding = 1) buffer Output {" NL " mat4x2 data0;" NL
1957 " mat2x3 data1;" NL " float data2;" NL "} g_output;" NL "void main() {" NL
1959 " g_output.data2 = g_input.data2;" NL "}";
2120 " vec2 data2;" NL " vec2 data3;" NL " mat2 data4[2];" NL " mat3 data5[2];" NL " mat4 data6[2];" NL
2122 " float data1[3];" NL " vec2 data2;" NL " vec2 data3;" NL " mat2 data4[2];" NL " mat3 data5[2];" NL
2126 " g_output.data2 = g_input.data2;" NL " g_output.data3 = g_input.data3;" NL
3232 NL " mat3x2 data2;" //BA=16, OF=[24]96, next=144
3239 NL " mat3x2 data2;" //BA=8, OF=[6], next=[12]
3252 " mat3x2 data2;" NL " float data3;" NL " float data4[2];" NL " int data5;" NL " ivec3 data6;" NL
3254 " float data1[5];" NL " mat3x2 data2;" NL " float data3;" NL " float data4[2];" NL " int data5;" NL
3260 " g_output0.data2 = g_input0.data2;" NL " g_output0.data3 = g_input0.data3;" NL
3266 " g_output1.data2 = g_input1.data2;" NL " g_output1.data3 = g_input1.data3;" NL
3529 NL " int data2;" // offset std430 16, std140 32
3534 NL " float data2;" // offset 48
3540 NL " float data2;" // offset 24
3547 " float data2;" NL " Struct1 data3[2];" NL " float data4;" NL " Struct2 data5;" NL "} g_output01[2];" NL
3549 " float data2;" NL " Struct1 data3[2];" NL " float data4;" NL " Struct2 data5;" NL "} g_output23[2];" NL NL
3552 " g_output01[0].data2 = g_input01[0].data2;" NL " g_output01[0].data3[0] = g_input01[0].data3[0];" NL
3556 " g_output01[1].data2 = g_input01[1].data2;" NL " g_output01[1].data3[0] = g_input01[1].data3[0];" NL
3561 " g_output23[0].data2 = g_input23[0].data2;" NL " g_output23[0].data3[0] = g_input23[0].data3[0];" NL
3565 " g_output23[1].data2 = g_input23[1].data2;" NL " g_output23[1].data3[0] = g_input23[1].data3[0];" NL
3777 ip[11] = 4; // data2
3845 return NL "layout(std430, binding = 0) buffer Input {" NL " ivec4 data0;" NL " vec3 data1;" NL " uvec4 data2;" NL
3848 " uvec4 data2;" NL " ivec4 data3;" NL " vec4 data4;" NL " mat4 data5;" NL "} g_output;" NL
3851 " g_output.data2.xwy = g_input.data2.wzx;" NL " g_output.data3.xw = ivec2(10, 20);" NL
5208 const GLubyte data2[] = { 0, 0x88, 0, 0, 0, 0x11, 0, 0, 0, 0x44, 0, 0, 0, 0x22, 0, 0 };
5210 glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(data2), data2, GL_STATIC_DRAW);
5458 const GLubyte data2[] = { 0, 0x88, 0, 0, 0, 0x11, 0, 0, 0, 0x44, 0, 0, 0, 0x22, 0, 0 };
5460 glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(data2), data2, GL_STATIC_DRAW);