Searched refs:MaxUniformBlocks (Results 1 – 8 of 8) sorted by relevance
264 pc->MaxUniformBlocks = in st_init_limits()267 if (pc->MaxUniformBlocks) in st_init_limits()268 pc->MaxUniformBlocks -= 1; /* The first one is for ordinary uniforms. */ in st_init_limits()269 pc->MaxUniformBlocks = _min(pc->MaxUniformBlocks, MAX_UNIFORM_BUFFERS); in st_init_limits()273 (uint64_t)c->MaxUniformBlockSize / 4 * pc->MaxUniformBlocks; in st_init_limits()360 (options->EmitNoIndirectUniform || pc->MaxUniformBlocks < 12)) { in st_init_limits()502 c->Program[MESA_SHADER_VERTEX].MaxUniformBlocks + in st_init_limits()503 c->Program[MESA_SHADER_TESS_CTRL].MaxUniformBlocks + in st_init_limits()504 c->Program[MESA_SHADER_TESS_EVAL].MaxUniformBlocks + in st_init_limits()505 c->Program[MESA_SHADER_GEOMETRY].MaxUniformBlocks + in st_init_limits()[all …]
441 prog->MaxUniformBlocks = 12; in init_program_limits()444 prog->MaxUniformBlocks); in init_program_limits()
368 consts->Program[MESA_SHADER_VERTEX].MaxUniformBlocks >= 14 && in compute_version()
3766 GLuint MaxUniformBlocks; member
154 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformBlocks = 12; in initialize_context()
2587 ctx->Const.Program[linked->Stage].MaxUniformBlocks; in link_intrastage_shaders()
575 prog->MaxUniformBlocks = BRW_MAX_UBO; in brw_initialize_context_constants()578 ctx->Const.MaxUniformBlockSize / 4 * prog->MaxUniformBlocks; in brw_initialize_context_constants()
630 - glsl: Check earlier for MaxShaderStorageBlocks and MaxUniformBlocks