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Searched refs:pos_in (Results 1 – 5 of 5) sorted by relevance

/third_party/mesa3d/src/gallium/drivers/vc4/
Dvc4_blit.c206 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()
/third_party/mesa3d/src/gallium/drivers/v3d/
Dv3d_blit.c588 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()
/third_party/f2fs-tools/tools/f2fs_io/
Df2fs_io.h148 u64 pos_in; /* start position in src_fd */ member
/third_party/mesa3d/src/gallium/drivers/d3d12/
Dd3d12_blit.cpp625 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()
/third_party/mesa3d/src/amd/vulkan/
Dradv_meta_resolve_fs.c65 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()