Lines Matching defs:numAttributes
437 const size_t numAttributes = getNumAttributes();
439 for (size_t attributeNdx = 0; attributeNdx < numAttributes; ++attributeNdx)
458 for (size_t attributeNdx = 0; attributeNdx < numAttributes; ++attributeNdx)
472 for (deUint32 attributeNdx = 0; attributeNdx < numAttributes; ++attributeNdx)
475 for (deUint32 attributeNdx = 0; attributeNdx < numAttributes; ++attributeNdx)
485 for (size_t attributeNdx = 0; attributeNdx < numAttributes; ++attributeNdx)
569 const size_t numAttributes = getNumAttributes();
570 const size_t numBindings = (m_bindingMapping == BINDING_MAPPING_ONE_TO_ONE) ? numAttributes : ((numAttributes > 1) ? 2 : 1);
599 for (size_t attributeNdx = 0; attributeNdx < numAttributes; ++attributeNdx)
618 for (size_t attributeNdx = 0; attributeNdx < numAttributes; ++attributeNdx)
720 << "layout(constant_id = 0) const int numAttributes = " << m_maxAttributes << ";\n"
763 glslInputs << "layout(location = 1) in " << glslTypeDesc.name << " attr[numAttributes-1];\n";
802 // numAttributes will be replaced later by a specialisation constant, so this loop and
803 // the multiplication by numAttributes, below, must happen in the shader itself.
806 glslCode << " for (int checkNdx = 1; checkNdx < numAttributes; checkNdx++)\n"
818 inputCountStr = std::to_string(totalInputComponentCount) + " * (numAttributes-1)";