Lines Matching defs:shader

25 		  VK_EXT_shader_object for shader objects.
1838 // Store all dynamic state that are used with shader objects
1842 // Store the state that a pipeline would be created with, but shader objects have to set dynamically
2048 // Representative fragment test state is needed by the fragment shader state.
2213 // patchControlPoints are needed by pre-rasterization shader state, make sure pre-rasterization state was not setup yet
2223 // Tessellation domain origin is needed by pre-rasterization shader state, make sure pre-rasterization state was not setup yet
2245 // rasterizerDiscardEnable is used in pre-rasterization shader state, make sure pre-rasterization state was not setup yet
2256 // RasterizationState is used in pre-rasterization shader state, make sure this state was not setup yet
2266 // DepthStencilState is used in fragment shader state, make sure fragment shader state was not setup yet
2276 // ColorBlendState is used in fragment shader state, make sure fragment shader state was not setup yet
2286 // MultisampleState is used in fragment shader state, make sure fragment shader state was not setup yet
2306 // ViewportState is used in pre-rasterization shader state, make sure pre-rasterization state was not setup yet
2316 // ViewportState is used in pre-rasterization shader state, make sure pre-rasterization state was not setup yet
2326 // ViewportState is used in pre-rasterization shader state, make sure pre-rasterization state was not setup yet
2356 // ViewportState is used in pre-rasterization shader state, make sure pre-rasterization state was not setup yet
2809 // Mesh shader.
2980 // find free space for fragment shader
3240 vk::VkShaderCreateInfoEXT GraphicsPipelineWrapper::makeShaderCreateInfo (VkShaderStageFlagBits stage, ShaderWrapper& shader, bool link, bool binary, ShaderWrapper& other)
3243 shader.getShaderBinary();
3252 shaderCreateInfo.codeSize = shader.getShaderBinaryDataSize();
3253 shaderCreateInfo.pCode = shader.getShaderBinaryData();
3258 shaderCreateInfo.codeSize = shader.getCodeSize();
3259 shaderCreateInfo.pCode = shader.getBinary();
3262 if (shader.getPipelineLayout() != DE_NULL)
3264 shaderCreateInfo.setLayoutCount = shader.getPipelineLayout()->getSetLayoutCount();
3265 shaderCreateInfo.pSetLayouts = shader.getPipelineLayout()->getSetLayouts();
3266 shaderCreateInfo.pushConstantRangeCount = shader.getPipelineLayout()->getPushConstantRangeCount();
3267 shaderCreateInfo.pPushConstantRanges = shader.getPipelineLayout()->getPushConstantRanges();
3280 shaderCreateInfo.pSpecializationInfo = shader.getSpecializationInfo();
3500 // Save state needed for setting shader object dynamic state