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Lines Matching refs:vertex

18 where the vertex shader associates a _vertex input attribute_ number with
19 each variable, vertex input attributes are associated to _vertex input
20 bindings_ on a per-pipeline basis, and vertex input bindings are associated
23 Vertex input attribute and vertex input binding descriptions also contain
25 converted to the format expected by the vertex shader.
28 number of vertex input attributes and
29 sname:VkPhysicalDeviceLimits::pname:maxVertexInputBindings number of vertex
31 least as many vertex input attributes as there are vertex input bindings.
32 Applications can: store multiple vertex input attributes interleaved in a
33 single buffer, and use a single vertex input binding to access those
36 In GLSL, vertex shaders associate input variables with a vertex input
38 The code:Component layout qualifier associates components of a vertex shader
39 input variable with components of a vertex input attribute.
51 In SPIR-V, vertex shaders associate input variables with a vertex input
53 The code:Component decoration associates components of a vertex shader input
54 variable with components of a vertex input attribute.
91 The code:Location decoration specifies which vertex input attribute is used
94 When a vertex shader input variable declared using a 16- or 32-bit scalar or
108 pname:storageInputOutput16>>, vertex shader input variables can: have a
134 When a vertex shader input variable declared using a 32-bit floating point
166 When a vertex shader input variable declared using a scalar or vector 64-bit
212 When a vertex shader input variable declared using a 64-bit floating-point
222 When a vertex shader input variable declared using an array type is assigned
244 Applications specify vertex input attribute and vertex input binding
251 vertex input attribute and vertex input binding descriptions are specified
257 …eInfo',desc='Structure specifying parameters of a newly created pipeline vertex input state',type=…
267 * pname:vertexBindingDescriptionCount is the number of vertex binding
271 * pname:vertexAttributeDescriptionCount is the number of vertex attribute
308 [open,refpage='VkVertexInputBindingDescription',desc='Structure specifying vertex input binding des…
310 Each vertex input binding is specified by the
319 vertex attribute addressing is a function of the vertex index or of the
341 [open,refpage='VkVertexInputRate',desc='Specify rate at which vertex attributes are pulled from buf…
344 specifying the rate at which vertex attributes are pulled from buffers, are:
348 * ename:VK_VERTEX_INPUT_RATE_VERTEX specifies that vertex attribute
349 addressing is a function of the vertex index.
350 * ename:VK_VERTEX_INPUT_RATE_INSTANCE specifies that vertex attribute
354 [open,refpage='VkVertexInputAttributeDescription',desc='Structure specifying vertex input attribute…
356 Each vertex input attribute is specified by the
364 * pname:format is the size and type of the vertex attribute data.
366 an element in the vertex input binding.
386 is ename:VK_FALSE, the sum of pname:offset plus the size of the vertex
397 [open,refpage='vkCmdSetVertexInputEXT',desc='Set the vertex input state dynamically for a command b…
399 To <<pipelines-dynamic-state, dynamically set>> the vertex input attribute
400 and vertex input binding descriptions, call:
406 * pname:vertexBindingDescriptionCount is the number of vertex binding
410 * pname:vertexAttributeDescriptionCount is the number of vertex attribute
415 This command sets the vertex input attribute and vertex input binding
486 [open,refpage='VkVertexInputBindingDescription2EXT',desc='Structure specifying the extended vertex
499 vertex attribute addressing is a function of the vertex index or of the
503 same value of the vertex attribute when instanced rendering is enabled.
507 For example, if the divisor is N, the same vertex attribute will be
508 applied to N successive instances before moving on to the next vertex
516 In this case, the same vertex attribute will be applied to all
551 …exInputAttributeDescription2EXT',desc='Structure specifying the extended vertex input attribute de…
563 * pname:format is the size and type of the vertex attribute data.
565 an element in the vertex input binding.
585 is ename:VK_FALSE, the sum of pname:offset plus the size of the vertex
596 [open,refpage='vkCmdBindVertexBuffers',desc='Bind vertex buffers to a command buffer',type='protos']
598 To bind vertex buffers to a command buffer for use in subsequent drawing
605 * pname:firstBinding is the index of the first vertex input binding whose
607 * pname:bindingCount is the number of vertex input bindings whose state is
613 replace the current state for the vertex input binding
616 The vertex input binding is updated to start at the offset indicated by
618 All vertex input attributes that use each of these bindings will use these
624 the vertex shader.
625 If a vertex input attribute is bound to a vertex input binding that is
663 [open,refpage='vkCmdBindVertexBuffers2',desc='Bind vertex buffers to a command buffer and dynamical…
665 Alternatively, to bind vertex buffers, along with their sizes and strides,
680 * pname:firstBinding is the index of the first vertex input binding whose
682 * pname:bindingCount is the number of vertex input bindings whose state is
687 vertex data bound from pname:pBuffers.
691 replace the current state for the vertex input binding
694 The vertex input binding is updated to start at the offset indicated by
697 of the vertex buffer starting from the corresponding elements of
704 All vertex input attributes that use each of these bindings will use these
710 the vertex shader.
711 If a vertex input attribute is bound to a vertex input binding that is
796 either 0 or greater than or equal to the maximum extent of all vertex
812 [open,refpage='VkPipelineVertexInputDivisorStateCreateInfoEXT',desc='Structure specifying vertex at…
818 structure controls how vertex attributes are assigned to an instance when
848 same value of the vertex attribute when instanced rendering is enabled.
849 For example, if the divisor is N, the same vertex attribute will be
850 applied to N successive instances before moving on to the next vertex
858 In this case, the same vertex attribute will be applied to all
897 the vertex input attribute number.
902 * Let code:vertexIndex be the index of the vertex within the draw (a value
908 * Let code:offset be an array of offsets into the currently bound vertex
968 The number of components in the vertex shader input variable need not
970 If the vertex shader has fewer components, the extra components are