Searched refs:bind_bo_offset (Results 1 – 6 of 6) sorted by relevance
63 if (stage_state->bind_bo_offset == 0 && devinfo->ver < 9) in brw_upload_binding_table()66 stage_state->bind_bo_offset = 0; in brw_upload_binding_table()78 32, &stage_state->bind_bo_offset); in brw_upload_binding_table()93 OUT_BATCH(stage_state->bind_bo_offset); in brw_upload_binding_table()253 OUT_BATCH(brw->vs.base.bind_bo_offset); in gfx4_upload_binding_table_pointers()257 OUT_BATCH(brw->wm.base.bind_bo_offset); in gfx4_upload_binding_table_pointers()287 OUT_BATCH(brw->vs.base.bind_bo_offset); /* vs */ in gfx6_upload_binding_table_pointers()289 OUT_BATCH(brw->ff_gs.bind_bo_offset); /* gs */ in gfx6_upload_binding_table_pointers()291 OUT_BATCH(brw->gs.base.bind_bo_offset); /* gs */ in gfx6_upload_binding_table_pointers()292 OUT_BATCH(brw->wm.base.bind_bo_offset); /* wm/ps */ in gfx6_upload_binding_table_pointers()
125 if (brw->ff_gs.bind_bo_offset != 0) { in brw_gs_upload_binding_table()127 brw->ff_gs.bind_bo_offset = 0; in brw_gs_upload_binding_table()137 32, &brw->ff_gs.bind_bo_offset); in brw_gs_upload_binding_table()154 if (brw->gs.base.bind_bo_offset != 0) { in brw_gs_upload_binding_table()155 brw->gs.base.bind_bo_offset = 0; in brw_gs_upload_binding_table()165 32, &brw->gs.base.bind_bo_offset); in brw_gs_upload_binding_table()
643 uint32_t bind_bo_offset; member1110 uint32_t bind_bo_offset; member
4286 32, &stage_state->bind_bo_offset);4385 .BindingTablePointer = stage_state->bind_bo_offset,
395 uint32_t bind_bo_offset; member
6304 ice->shaders.prog[stage]->bind_bo_offset =6312 ptr.PointertoVSBindingTable = ice->shaders.prog[stage]->bind_bo_offset;6319 ice->shaders.ff_gs_prog->bind_bo_offset =6333 ptr.PointertoVSBindingTable = ice->shaders.prog[MESA_SHADER_VERTEX]->bind_bo_offset;6334 ptr.PointertoPSBindingTable = ice->shaders.prog[MESA_SHADER_FRAGMENT]->bind_bo_offset;6339 ptr.PointertoGSBindingTable = gs ? gs->bind_bo_offset : 0;8060 ice->shaders.prog[MESA_SHADER_COMPUTE]->bind_bo_offset =8160 idd.BindingTablePointer = ice->shaders.prog[MESA_SHADER_COMPUTE]->bind_bo_offset;