Searched refs:llvm_prim_lengths (Results 1 – 2 of 2) sorted by relevance
366 shader->llvm_prim_lengths[j * shader->num_vertex_streams + stream][i]; in llvm_fetch_gs_outputs()634 if (shader->llvm_prim_lengths) { in draw_geometry_shader_run()636 align_free(shader->llvm_prim_lengths[i]); in draw_geometry_shader_run()638 FREE(shader->llvm_prim_lengths); in draw_geometry_shader_run()641 …shader->llvm_prim_lengths = MALLOC(shader->num_vertex_streams * max_out_prims * sizeof(unsigned*)); in draw_geometry_shader_run()644 shader->llvm_prim_lengths[i] = in draw_geometry_shader_run()650 shader->jit_context->prim_lengths = shader->llvm_prim_lengths; in draw_geometry_shader_run()872 gs->llvm_prim_lengths = 0; in draw_create_geometry_shader()942 if (dgs->llvm_prim_lengths) { in draw_delete_geometry_shader()945 align_free(dgs->llvm_prim_lengths[i]); in draw_delete_geometry_shader()[all …]
106 int **llvm_prim_lengths; member