Lines Matching defs:attachmentNdx

2023 			for (deUint32 attachmentNdx = 0; attachmentNdx < de::min((deUint32)MAX_COLOR_ATTACHMENT_COUNT, config.sampleCount); attachmentNdx++)
2026 splitShader << "layout(location = " << attachmentNdx << ") out highp vec2 o_color" << attachmentNdx << ";\n";
2028 splitShader << "layout(location = " << attachmentNdx << ") out highp float o_color" << attachmentNdx << ";\n";
2035 for (deUint32 attachmentNdx = 0; attachmentNdx < de::min((deUint32)MAX_COLOR_ATTACHMENT_COUNT, config.sampleCount); attachmentNdx++)
2038 splitShader << "\thighp float depth" << attachmentNdx << " = subpassLoad(i_depth, int(" << MAX_COLOR_ATTACHMENT_COUNT << " * pushConstants.splitSubpassIndex + " << attachmentNdx << "u)).x;\n";
2041 splitShader << "\thighp uint stencil" << attachmentNdx << " = subpassLoad(i_stencil, int(" << MAX_COLOR_ATTACHMENT_COUNT << " * pushConstants.splitSubpassIndex + " << attachmentNdx << "u)).x;\n";
2044 splitShader << "\to_color" << attachmentNdx << " = vec2(depth" << attachmentNdx << ", float(stencil" << attachmentNdx << "));\n";
2046 splitShader << "\to_color" << attachmentNdx << " = float(depth" << attachmentNdx << ");\n";
2048 splitShader << "\to_color" << attachmentNdx << " = float(stencil" << attachmentNdx << ");\n";
2092 for (deUint32 attachmentNdx = 0; attachmentNdx < de::min((deUint32)MAX_COLOR_ATTACHMENT_COUNT, config.sampleCount); attachmentNdx++)
2093 splitShader << "layout(location = " << attachmentNdx << ") out highp " << outputType << " o_color" << attachmentNdx << ";\n";
2099 for (deUint32 attachmentNdx = 0; attachmentNdx < de::min((deUint32)MAX_COLOR_ATTACHMENT_COUNT, config.sampleCount); attachmentNdx++)
2100 splitShader << "\to_color" << attachmentNdx << " = subpassLoad(i_color, int(" << MAX_COLOR_ATTACHMENT_COUNT << " * pushConstants.splitSubpassIndex + " << attachmentNdx << "u));\n";