Lines Matching defs:vertex

49 	vertex,
2177 " // Since vertex shader can be executed multiple times due to implementation dependent reasons," NL
2239 /* vertex buffer */
2477 /* init vertex buffer */
2503 /* g_vs_buffer.u updated in VS which can be invoked multiple times per vertex */
2514 /* g_vs_buffer.i updated in VS which can be invoked multiple times per vertex */
2685 /* vertex buffer */
5054 "layout(binding = 0, std430) buffer Input {" NL " VertexData vertex[4];" NL
5056 " gl_Position = vec4(g_vs_in.vertex[gl_VertexID].position, 0, 1);" NL
5057 " StageData_color = g_vs_in.vertex[gl_VertexID].color;" NL "}";
5305 << ", std430) buffer Input {" NL " VertexData vertex[4];" NL "} g_vs_in;" NL "out vec3 StageData_color;" NL
5306 "void main() {" NL " gl_Position = vec4(g_vs_in.vertex[gl_VertexID].position, 0, 1);" NL
5307 " StageData_color = g_vs_in.vertex[gl_VertexID].color;" NL "}";
5569 // vertex buffer) with an identical number of points. If we have
5837 /* vertex buffer */
6168 /* vertex buffer */
6423 /* vertex buffer */
6636 /* vertex buffer */
7053 /* g_data incremented in VS which can be invoked multiple times per vertex */
7087 /* data incremented in VS which can be invoked multiple times per vertex */
7112 /* data incremented in VS which can be invoked multiple times per vertex */
7427 if (st == vertex)
7449 if (stage == vertex)
7472 if ((stage == vertex && !IsVSFSAvailable(kBufs, 0)) || (stage == fragment && !IsVSFSAvailable(0, kBufs)))
7474 if (stage == vertex)
7482 std::string glsl_vs = BuildShaderPT(vertex);
7572 if (stagept == vertex)
7630 if (stage == vertex)
7654 if ((stage == vertex && !IsVSFSAvailable(kBufs, 0)) || (stage == fragment && !IsVSFSAvailable(0, kBufs)))
7662 if (stage == vertex)
7670 std::string glsl_vs = BuildShaderPT(vertex);
8044 stage = vertex;
8056 stage = vertex;
8067 stage = vertex;
8078 stage = vertex;
8193 /* vertex buffer */
8754 TestSubcase::Create<AdvancedUnsizedArrayLength<vertex> >));