Lines Matching refs:shader_glsl_nop
4053 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {} in shader_glsl_nop() function
10876 /* WINED3DSIH_DCL */ shader_glsl_nop,
10877 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
10880 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
10881 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop,
10882 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
10883 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop,
10884 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop,
10885 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop,
10886 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop,
10887 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop,
10888 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop,
10889 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop,
10890 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
10891 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop,
10894 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop,
10895 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop,
10897 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop,
10898 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop,
10899 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop,
10900 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
10901 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop,
10902 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop,
10903 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
10905 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
10906 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop,
10907 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop,
10908 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop,
10909 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop,
10910 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop,
10911 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop,
10912 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop,
10913 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop,
10914 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop,
10915 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
10916 /* WINED3DSIH_DEF */ shader_glsl_nop,
10918 /* WINED3DSIH_DEFB */ shader_glsl_nop,
10919 /* WINED3DSIH_DEFI */ shader_glsl_nop,
10957 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop,
10958 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop,
10959 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop,
10960 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop,
11015 /* WINED3DSIH_NOP */ shader_glsl_nop,
11019 /* WINED3DSIH_PHASE */ shader_glsl_nop,