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Lines Matching refs:rsd

49                                struct MALI_RENDERER_STATE *rsd)  in pan_shader_prepare_midgard_rsd()  argument
53 rsd->properties.uniform_count = info->push.count / 4; in pan_shader_prepare_midgard_rsd()
54 rsd->properties.shader_has_side_effects = info->writes_global; in pan_shader_prepare_midgard_rsd()
55 rsd->properties.fp_mode = MALI_FP_MODE_GL_INF_NAN_ALLOWED; in pan_shader_prepare_midgard_rsd()
60 rsd->properties.work_register_count = info->work_reg_count; in pan_shader_prepare_midgard_rsd()
62 rsd->properties.shader_reads_tilebuffer = in pan_shader_prepare_midgard_rsd()
66 rsd->properties.force_early_z = in pan_shader_prepare_midgard_rsd()
87 rsd->properties.pixel_kill_operation = MALI_PIXEL_KILL_## kill; \
88 rsd->properties.zs_update_operation = MALI_PIXEL_KILL_## update; \
93 struct MALI_RENDERER_STATE *rsd) in pan_shader_classify_pixel_kill_coverage() argument
101 rsd->properties.shader_modifies_coverage = coverage; in pan_shader_classify_pixel_kill_coverage()
119 struct MALI_RENDERER_STATE *rsd) in pan_shader_prepare_bifrost_rsd() argument
122 rsd->preload.uniform_count = fau_count; in pan_shader_prepare_bifrost_rsd()
125 rsd->properties.shader_register_allocation = in pan_shader_prepare_bifrost_rsd()
133 rsd->preload.vertex.vertex_id = true; in pan_shader_prepare_bifrost_rsd()
134 rsd->preload.vertex.instance_id = true; in pan_shader_prepare_bifrost_rsd()
138 pan_shader_classify_pixel_kill_coverage(info, rsd); in pan_shader_prepare_bifrost_rsd()
141 rsd->properties.shader_wait_dependency_6 = info->bifrost.wait_6; in pan_shader_prepare_bifrost_rsd()
142 rsd->properties.shader_wait_dependency_7 = info->bifrost.wait_7; in pan_shader_prepare_bifrost_rsd()
147 rsd->properties.point_sprite_coord_origin_max_y = true; in pan_shader_prepare_bifrost_rsd()
149 rsd->properties.allow_forward_pixel_to_be_killed = in pan_shader_prepare_bifrost_rsd()
152 rsd->preload.fragment.fragment_position = info->fs.reads_frag_coord; in pan_shader_prepare_bifrost_rsd()
153 rsd->preload.fragment.coverage = true; in pan_shader_prepare_bifrost_rsd()
154 rsd->preload.fragment.primitive_flags = info->fs.reads_face; in pan_shader_prepare_bifrost_rsd()
159 rsd->preload.fragment.sample_mask_id = in pan_shader_prepare_bifrost_rsd()
167 rsd->message_preload_1 = info->bifrost.messages[0]; in pan_shader_prepare_bifrost_rsd()
168 rsd->message_preload_2 = info->bifrost.messages[1]; in pan_shader_prepare_bifrost_rsd()
173 rsd->preload.compute.local_invocation_xy = true; in pan_shader_prepare_bifrost_rsd()
174 rsd->preload.compute.local_invocation_z = true; in pan_shader_prepare_bifrost_rsd()
175 rsd->preload.compute.work_group_x = true; in pan_shader_prepare_bifrost_rsd()
176 rsd->preload.compute.work_group_y = true; in pan_shader_prepare_bifrost_rsd()
177 rsd->preload.compute.work_group_z = true; in pan_shader_prepare_bifrost_rsd()
178 rsd->preload.compute.global_invocation_x = true; in pan_shader_prepare_bifrost_rsd()
179 rsd->preload.compute.global_invocation_y = true; in pan_shader_prepare_bifrost_rsd()
180 rsd->preload.compute.global_invocation_z = true; in pan_shader_prepare_bifrost_rsd()
193 struct MALI_RENDERER_STATE *rsd) in pan_shader_prepare_rsd() argument
199 rsd->shader.shader = shader_ptr; in pan_shader_prepare_rsd()
200 rsd->shader.attribute_count = shader_info->attribute_count; in pan_shader_prepare_rsd()
201 rsd->shader.varying_count = shader_info->varyings.input_count + in pan_shader_prepare_rsd()
203 rsd->shader.texture_count = shader_info->texture_count; in pan_shader_prepare_rsd()
204 rsd->shader.sampler_count = shader_info->sampler_count; in pan_shader_prepare_rsd()
205 rsd->properties.shader_contains_barrier = shader_info->contains_barrier; in pan_shader_prepare_rsd()
206 rsd->properties.uniform_buffer_count = shader_info->ubo_count; in pan_shader_prepare_rsd()
209 rsd->properties.shader_contains_barrier |= in pan_shader_prepare_rsd()
211 rsd->properties.stencil_from_shader = in pan_shader_prepare_rsd()
213 rsd->properties.depth_source = in pan_shader_prepare_rsd()
220 rsd->multisample_misc.evaluate_per_sample = in pan_shader_prepare_rsd()
225 pan_shader_prepare_bifrost_rsd(shader_info, rsd); in pan_shader_prepare_rsd()
227 pan_shader_prepare_midgard_rsd(shader_info, rsd); in pan_shader_prepare_rsd()