Searched refs:shader_pointers_dirty (Results 1 – 4 of 4) sorted by relevance
1950 sctx->shader_pointers_dirty |= in si_mark_shader_pointers_dirty()1970 sctx->shader_pointers_dirty = u_bit_consecutive(0, SI_NUM_DESCS); in si_shader_pointers_mark_dirty()2059 unsigned mask = sctx->shader_pointers_dirty & (pointer_mask); \2115 if (sctx->shader_pointers_dirty & (1 << SI_DESCS_INTERNAL)) { in si_emit_graphics_shader_pointers()2132 sctx->shader_pointers_dirty &= ~u_bit_consecutive(SI_DESCS_INTERNAL, SI_DESCS_FIRST_COMPUTE); in si_emit_graphics_shader_pointers()2149 sctx->shader_pointers_dirty &= ~SI_DESCS_SHADER_MASK(COMPUTE); in si_emit_compute_shader_pointers()2709 sctx->shader_pointers_dirty |= dirty; in si_upload_shader_descriptors()
1047 unsigned shader_pointers_dirty; member
100 sctx->shader_pointers_dirty |= SI_DESCS_SHADER_MASK(VERTEX); in si_blitter_end()
2565 sctx->shader_pointers_dirty &= ~SI_DESCS_SHADER_MASK(VERTEX); in si_draw_rectangle()