Searched refs:pos_in (Results 1 – 5 of 5) sorted by relevance
/third_party/mesa3d/src/gallium/drivers/vc4/ |
D | vc4_blit.c | 206 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in vc4_get_yuv_vs() local 213 nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf); in vc4_get_yuv_vs() 258 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in vc4_get_yuv_fs() local 260 pos_in->data.location = VARYING_SLOT_POS; in vc4_get_yuv_fs() 261 nir_ssa_def *pos = nir_load_var(&b, pos_in); in vc4_get_yuv_fs()
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/third_party/mesa3d/src/gallium/drivers/v3d/ |
D | v3d_blit.c | 588 nir_variable *pos_in = nir_variable_create(b.shader, in v3d_get_sand8_vs() local 596 nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf); in v3d_get_sand8_vs() 648 nir_variable *pos_in = in v3d_get_sand8_fs() local 650 pos_in->data.location = VARYING_SLOT_POS; in v3d_get_sand8_fs() 651 nir_ssa_def *pos = nir_load_var(&b, pos_in); in v3d_get_sand8_fs()
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/third_party/f2fs-tools/tools/f2fs_io/ |
D | f2fs_io.h | 148 u64 pos_in; /* start position in src_fd */ member
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/third_party/mesa3d/src/gallium/drivers/d3d12/ |
D | d3d12_blit.cpp | 625 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in get_stencil_resolve_vs() local 632 nir_store_var(&b, pos_out, nir_load_var(&b, pos_in), 0xf); in get_stencil_resolve_vs() 670 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in get_stencil_resolve_fs() local 672 pos_in->data.location = VARYING_SLOT_POS; // VARYING_SLOT_VAR0? in get_stencil_resolve_fs() 673 nir_ssa_def *pos = nir_load_var(&b, pos_in); in get_stencil_resolve_fs()
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/third_party/mesa3d/src/amd/vulkan/ |
D | radv_meta_resolve_fs.c | 65 nir_ssa_def *pos_in = nir_channels(&b, nir_load_frag_coord(&b), 0x3); in build_resolve_fragment_shader() local 68 nir_ssa_def *pos_int = nir_f2i32(&b, pos_in); in build_resolve_fragment_shader() 343 nir_ssa_def *pos_in = nir_channels(&b, nir_load_frag_coord(&b), 0x3); in build_depth_stencil_resolve_fragment_shader() local 345 nir_ssa_def *pos_int = nir_f2i32(&b, pos_in); in build_depth_stencil_resolve_fragment_shader()
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