Searched refs:shader_state (Results 1 – 3 of 3) sorted by relevance
263 struct vc4_shader_state *shader_state; in validate_indexed_prim_list() local270 shader_state = &exec->shader_state[exec->shader_state_count - 1]; in validate_indexed_prim_list()272 if (max_index > shader_state->max_index) in validate_indexed_prim_list()273 shader_state->max_index = max_index; in validate_indexed_prim_list()300 struct vc4_shader_state *shader_state; in validate_gl_array_primitive() local307 shader_state = &exec->shader_state[exec->shader_state_count - 1]; in validate_gl_array_primitive()315 if (max_index > shader_state->max_index) in validate_gl_array_primitive()316 shader_state->max_index = max_index; in validate_gl_array_primitive()331 exec->shader_state[i].addr = *(uint32_t *)untrusted; in validate_gl_shader_state()332 exec->shader_state[i].max_index = 0; in validate_gl_shader_state()[all …]
615 } *shader_state; member
865 exec->shader_state = temp + exec_size; in vc4_get_bcl()