Lines Matching defs:offset
63 // How to apply the vertex offset in indexed draws.
67 CONSTANT_RANDOM, // Use a constant value for pVertexOffset and fill offset struct members with random values.
68 CONSTANT_PACK, // Use a constant value for pVertexOffset and a stride that removes the vertex offset member in structs.
74 // Vertex offset parameters.
78 deUint32 offset;
239 // Are draws indexed and using the offset member of VkMultiDrawIndexedInfoEXT?
284 void addDrawInfo (deUint32 first, deUint32 count, deInt32 offset)
290 const auto usedOffset = ((*m_offsetType == VertexOffsetType::CONSTANT_RANDOM) ? m_random.getInt32() : offset);
819 const auto extraVertices = (m_params.vertexOffset ? m_params.vertexOffset->offset : 0u);
822 // Make sure we're providing a vertex offset for indexed cases.
1035 // When applying a vertex offset in nonmixed modes, there will be a few extra vertices at the start of the vertex buffer.
1042 // When applying a vertex offset in mixed mode, there will be some extra padding between the triangles for the first
1043 // block and the rest, so that the vertex offset will not be constant in all draw info structures. This way, the first
1044 // triangles will always have offset zero, and the number of them depends on the given draw count.
1099 // For indexed draws in mixed offset mode, taking into account vertex indices have been stored in reversed order and
1100 // there may be a padding in the vertex buffer after the first verticesPerDraw vertices, we need to use offset 0 in the
1102 // any offset, while other draw calls will use indices which are off by extraVertices vertices. This will make sure not
1103 // every draw call will use the same offset and the implementation handles that.
1509 params.vertexOffset->offset = 6u;