Lines Matching refs:set

65 #include <set>
335 declarations.push_back("layout(set=0, binding=0, std430) readonly buffer S0B0Block {");
471 declarations.push_back("layout(set=0, binding=0, std430) readonly buffer S0B0Block {");
769 declarations.push_back("layout(set=0, binding=0, std430) readonly buffer S0B0Block {");
951 declarations.push_back("layout(set=0, binding=1, std430) readonly buffer S0B1Block {");
954 declarations.push_back("layout(set=0, binding=3, std430) readonly buffer S0B3Block {");
957 declarations.push_back("layout(set=0, binding=4, std430) readonly buffer S0B5Block {");
1253 // Generic, to be used with any state than can be set statically and, as an option, dynamically.
1260 // Helper constructor to set a static value and no dynamic value.
1267 // Helper constructor to set both.
3570 << (fragAtomics ? "layout(set=" + fragSetIndex + ", binding=0, std430) buffer AtomicBlock { uint fragCounter; } counterBuffer;\n" : "")
4125 // When the advanced blend op will be set by vkCmdSetColorBlendAdvancedEXT, we use a legal placeholder in this call.
4280 // Create a vector of VertexBufferInfo elements using the given vertex generator and set of vertices.
4865 // Frag shader descriptor set layout.
4874 // Descriptor pool and set.
4906 // Mesh descriptor set layout.
4916 // Descriptor pool and set if needed.
4960 // The frag shader descriptor set is the second one if both exist. See getFragDescriptorSetIndex().
5507 // Dynamic state. Here we will set all states which have a dynamic value.
5949 // Maybe set extended dynamic state here.
5963 // Maybe set extended dynamic state here.
5986 // In these two sequence orderings, the right dynamic state value will have been set before and we would be
6048 // Maybe set extended dynamic state here.
6458 // Dynamic state set after command buffer start
6460 // Dynamic state set just before drawing
6464 // Dynamic state set after both a static-state pipeline and a second dynamic-state pipeline have been bound
6466 // Dynamic state set after a dynamic pipeline has been bound and before a second static-state pipeline with the right values has been bound
6521 // Dynamically set cull mode to none
6528 // Dynamically set cull mode to back
6537 // Dynamically set cull mode to front
6545 // Dynamically set cull mode to front and back
6555 // Dynamically set front face to clockwise
6565 // Dynamically set front face to counter-clockwise
6574 // Dynamically set front face to clockwise with a counter-clockwise mesh
6585 // Dynamically set front face to counter-clockwise with a clockwise mesh
6737 // Note we don't set a dynamic value for alpha to coverage.
6760 // Dynamically set a color equation that picks the mesh color
6766 // Dynamically set a color equation that picks the clear color
6817 // Note we don't set a dynamic value for alpha to coverage.
6840 // Dynamically set an advanced color equation that picks the mesh color
6846 // Dynamically set an advanced color equation that picks the clear color
7064 // Dynamically set the right domain origin to lower left
7075 // Dynamically set the right domain origin to upper left
7173 // Dynamically set line rasterization mode to bresenham
7178 // Dynamically set line rasterization mode to rectangular
7192 // Dynamically set line rasterization mode to smooth
7206 // Dynamically set 2 viewports
7214 // Dynamically set viewport to cover full framebuffer
7256 // Dynamically set 2 scissors
7264 // Dynamically set scissor to cover full framebuffer
7340 // Dynamically set stride
7349 // Dynamically set stride using a nonzero vertex data offset
7365 // Dynamically set stride using a nonzero vertex data offset and extra bytes
7393 // Dynamically set zero stride using a nonzero vertex data offset
7420 // Enable depth test and set values so it passes.
7437 // Enable depth test and set values so it passes.
7573 // Dynamically set polygon draw mode to points
7583 // Dynamically set polygon draw mode to fill
7604 // Dynamically set the rasterization sample count
7616 // Dynamically set a sample mask that allows drawing
7626 // Dynamically set a sample mask that prevents drawing
7699 // Dynamically set sample mask with slightly different sample count
7718 // Dynamically set the rasterization samples to a low value while disabling bits corresponding to the dynamic sample count
7724 // Dynamically set the rasterization samples to a low value while enabling bits corresponding to the dynamic sample count
7762 // Dynamically set color write mask
7793 // must be set if the used pipeline contains the dynamic state.
7832 // must be set if the used pipeline contains the dynamic state.
7866 // must be set if the used pipeline contains the dynamic state.
7874 // Enable depth test and set values so it passes.
7906 // must be set if the used pipeline contains the dynamic state.
7916 // Enable depth test and set values so it passes.
8051 // Dynamically set coverage modulation mode
8155 // Dynamically set coverage reduction truncate mode
8165 // We cannot be 100% sure the single color sample will be associated with the whole set of 4 rasterization samples, but
8169 // Dynamically set coverage reduction merge mode
8201 // Dynamically set a viewport swizzle with X and Y switched around
8206 // Dynamically set the viewport identity swizzle
8284 // Dynamically set conservative rasterization mode to overestimation
8289 // Dynamically set conservative rasterization mode to disabled
8303 // Dynamically set conservative rasterization mode to underestimation
8323 // Dynamically set the extra overestimation size to a large value
8329 // Dynamically set the extra overestimation size to zero
8454 // Dynamically set the depth bias representation information
8481 // Dynamically set the depth bias representation information to float representation
8502 // Dynamically set the depth compare operator to NEVER
8510 // Dynamically set the depth compare operator to LESS
8518 // Dynamically set the depth compare operator to GREATER
8530 // Dynamically set the depth compare operator to EQUAL
8538 // Dynamically set the depth compare operator to LESS_OR_EQUAL and draw with smaller depth
8546 // Dynamically set the depth compare operator to LESS_OR_EQUAL and draw with equal depth
8557 // Dynamically set the depth compare operator to LESS_OR_EQUAL and draw two meshes with less and equal depth
8565 // Dynamically set the depth compare operator to GREATER_OR_EQUAL and draw with greater depth
8573 // Dynamically set the depth compare operator to GREATER_OR_EQUAL and draw with equal depth
8584 // Dynamically set the depth compare operator to GREATER_OR_EQUAL and draw two meshes with greater and equal depth
8600 // Dynamically set the depth compare operator to NOT_EQUAL
8609 // Dynamically set the depth compare operator to ALWAYS and draw with equal depth
8614 // Dynamically set the depth compare operator to ALWAYS and draw with less depth
8619 // Dynamically set the depth compare operator to ALWAYS and draw with greater depth
8849 // This is the dual case. We will set the front and back face values with two separate calls.
8939 // Dynamically set instance rate stride
8948 // Dynamically set vertex input without using dynamic strides
8956 // Dynamically set vertex input with multiple bindings
8964 // Dynamically set vertex input with float16 inputs