Searched refs:num_invocations (Results 1 – 7 of 7) sorted by relevance
24 void thread_initial(signal_type *signal, unsigned num_invocations) in thread_initial() argument27 for(i = 0; i < num_invocations; ++i) in thread_initial()
98 unsigned num_invocations; member
72 return (shader->fetched_prim_count == shader->vector_length || shader->num_invocations > 1); in draw_gs_should_flush()424 for (unsigned invocation = 0; invocation < shader->num_invocations; invocation++) { in gs_flush()592 total_verts_per_buffer * shader->num_invocations + in draw_geometry_shader_run()600 shader->num_invocations, shader->num_vertex_streams); in draw_geometry_shader_run()618 …->stream[i].primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned) * shader->num_invocations); in draw_geometry_shader_run()820 gs->num_invocations = in draw_create_geometry_shader()
941 uint8_t num_invocations; member
776 prog_data->num_invocations = c->s->info.gs.invocations; in v3d_gs_set_prog_data()
577 gs->num_invocations); in v3d_emit_gl_shader_state()
1874 prog_data_gs->num_invocations); in v3dX()