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Searched refs:gs_key (Results 1 – 7 of 7) sorted by relevance

/third_party/mesa3d/src/broadcom/compiler/
Dv3d_nir_lower_io.c127 num_used_outputs = c->gs_key->num_used_outputs; in v3d_varying_slot_vpm_offset()
128 used_outputs = c->gs_key->used_outputs; in v3d_varying_slot_vpm_offset()
519 if (c->gs_key->is_coord) { in v3d_nir_setup_vpm_layout_gs()
529 if (!c->gs_key->is_coord) { in v3d_nir_setup_vpm_layout_gs()
541 if (c->gs_key->per_vertex_point_size) in v3d_nir_setup_vpm_layout_gs()
547 state->varyings_vpm_offset + c->gs_key->num_used_outputs; in v3d_nir_setup_vpm_layout_gs()
630 num_used_outputs = c->gs_key->num_used_outputs; in v3d_nir_emit_ff_vpm_outputs()
Dvir.c922 for (int i = 0; i < c->gs_key->num_used_outputs; i++) { in v3d_nir_lower_gs_early()
923 int slot = v3d_slot_get_slot(c->gs_key->used_outputs[i]); in v3d_nir_lower_gs_early()
924 int comp = v3d_slot_get_component(c->gs_key->used_outputs[i]); in v3d_nir_lower_gs_early()
934 if (c->gs_key->per_vertex_point_size) in v3d_nir_lower_gs_early()
1445 c->gs_key = (struct v3d_gs_key *) c->key; in v3d_attempt_compile()
1986 else if (c->gs_key && c->gs_key->is_coord) in vir_get_stage_name()
Dv3d_compiler.h790 struct v3d_gs_key *gs_key; member
/third_party/mesa3d/src/mesa/drivers/dri/i965/
Dbrw_disk_cache.c345 struct brw_gs_prog_key gs_key; in brw_disk_cache_write_render_programs() local
346 brw_gs_populate_key(brw, &gs_key); in brw_disk_cache_write_render_programs()
347 gs_key.base.program_string_id = 0; in brw_disk_cache_write_render_programs()
349 write_program_data(brw, prog, &gs_key, brw->gs.base.prog_data, in brw_disk_cache_write_render_programs()
/third_party/mesa3d/src/gallium/drivers/d3d12/
Dd3d12_compiler.h179 struct d3d12_gs_variant_key gs_key; member
Dd3d12_gs_variant.cpp470 gs->gs_key = *key; in create_geometry_shader_variant()
485 hash, &gs->gs_key, gs); in d3d12_get_gs_variant()
Dd3d12_compiler.cpp555 if (gs && memcmp(&gs->gs_key, &key, sizeof(key)) == 0) in validate_geometry_shader_variant()
782 sel_ctx->ctx->gfx_stages[PIPE_SHADER_GEOMETRY]->gs_key.has_front_face) { in d3d12_fill_shader_key()