Searched refs:CompileStatus (Results 1 – 16 of 16) sorted by relevance
123 mCompileStatus(CompileStatus::NOT_COMPILED) in ShaderState()322 mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED; in compile()389 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()439 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()448 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()503 mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED; in resolveCompile()539 return mState.mCompileStatus == CompileStatus::COMPILED; in isCompiled()
52 enum class CompileStatus enum88 bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; } in compilePending()121 CompileStatus mCompileStatus;
129 mCompileStatus(CompileStatus::NOT_COMPILED) in ShaderState()342 mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED; in compile()424 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()497 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()506 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()515 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()601 mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED; in resolveCompile()637 return mState.mCompileStatus == CompileStatus::COMPILED; in isCompiled()
52 enum class CompileStatus enum90 bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; } in compilePending()113 CompileStatus getCompileStatus() const { return mCompileStatus; } in getCompileStatus()157 CompileStatus mCompileStatus;
93 sh->CompileStatus = COMPILE_FAILURE; in _mesa_spirv_shader_binary()354 if (sh->CompileStatus) { in _mesa_SpecializeShaderARB()420 sh->CompileStatus = COMPILE_SUCCESS; in _mesa_SpecializeShaderARB()
1076 *params = shader->CompileStatus ? GL_TRUE : GL_FALSE; in get_shaderiv()1189 if (sh->CompileStatus == COMPILE_SKIPPED && !sh->FallbackSource) { in set_shader_source()1240 sh->CompileStatus = COMPILE_FAILURE; in _mesa_compile_shader()1260 if (sh->CompileStatus) { in _mesa_compile_shader()1279 if (!sh->CompileStatus) { in _mesa_compile_shader()
1111 p.shader->CompileStatus = COMPILE_SUCCESS; in create_new_program()
2675 enum gl_compile_status CompileStatus; member
85 <VertexShader CompileStatus="[status]">89 <FragmentShader CompileStatus="[status]">138 <CompileInfo CompileStatus="[status]">[string]</CompileInfo>
387 if (shader->CompileStatus == COMPILE_SUCCESS && options->dump_lir) { in compile_shader()509 if (!shader->CompileStatus) { in standalone_compile_shader()
2084 assert(shader->CompileStatus != COMPILE_FAILURE && in opt_shader_and_create_symbol_table()2159 shader->CompileStatus = COMPILE_SKIPPED; in can_skip_compile()2177 if (shader->CompileStatus == COMPILE_SUCCESS) in can_skip_compile()2261 shader->CompileStatus = state->error ? COMPILE_FAILURE : COMPILE_SUCCESS; in _mesa_glsl_compile_shader()2292 if (ctx->Cache && shader->CompileStatus == COMPILE_SUCCESS) { in _mesa_glsl_compile_shader()
2632 sh->CompileStatus = COMPILE_FAILURE; in glsl_float64_funcs_to_nir()2635 if (!sh->CompileStatus) { in glsl_float64_funcs_to_nir()
94 const char *CompileStatusToString(gl::CompileStatus status) in CompileStatusToString()98 ENUM_TO_STRING(gl::CompileStatus, NOT_COMPILED); in CompileStatusToString()99 ENUM_TO_STRING(gl::CompileStatus, COMPILE_REQUESTED); in CompileStatusToString()100 ENUM_TO_STRING(gl::CompileStatus, COMPILED); in CompileStatusToString()
1009 shader->CompileStatus ? "ok" : "fail"); in _mesa_write_shader_to_file()
3107 if (!prog->Shaders[i]->CompileStatus) { in _mesa_glsl_link_shader()
149 sh->CompileStatus = COMPILE_FAILURE; in meta_compile_shader_with_debug()152 if (!sh->CompileStatus) { in meta_compile_shader_with_debug()