Searched refs:gfx_stages (Results 1 – 13 of 13) sorted by relevance
/third_party/mesa3d/src/gallium/drivers/zink/ |
D | zink_program.c | 465 zs = ctx->gfx_stages[stage]; in zink_program_get_descriptor_usage() 501 zs = ctx->gfx_stages[stage]; in zink_program_descriptor_is_buffer() 791 if (ctx->gfx_stages[stage]) in bind_stage() 792 ctx->gfx_hash ^= ctx->gfx_stages[stage]->hash; in bind_stage() 793 ctx->gfx_stages[stage] = shader; in bind_stage() 794 ctx->gfx_dirty = ctx->gfx_stages[PIPE_SHADER_FRAGMENT] && ctx->gfx_stages[PIPE_SHADER_VERTEX]; in bind_stage() 798 ctx->gfx_hash ^= ctx->gfx_stages[stage]->hash; in bind_stage() 813 if (ctx->gfx_stages[PIPE_SHADER_GEOMETRY]) in bind_last_vertex_stage() 814 ctx->last_vertex_stage = ctx->gfx_stages[PIPE_SHADER_GEOMETRY]; in bind_last_vertex_stage() 815 else if (ctx->gfx_stages[PIPE_SHADER_TESS_EVAL]) in bind_last_vertex_stage() [all …]
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D | zink_blit.c | 320 util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]); in zink_blit_begin() 321 util_blitter_save_tessctrl_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_TESS_CTRL]); in zink_blit_begin() 322 util_blitter_save_tesseval_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_TESS_EVAL]); in zink_blit_begin() 323 util_blitter_save_geometry_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_GEOMETRY]); in zink_blit_begin() 336 util_blitter_save_fragment_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_FRAGMENT]); in zink_blit_begin()
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D | zink_context.h | 229 struct zink_shader *gfx_stages[ZINK_SHADER_COUNT]; member
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D | zink_descriptors.c | 1234 stages = &ctx->gfx_stages[0]; in update_push_ubo_descriptors() 1313 stages = &ctx->gfx_stages[0]; in update_descriptors_internal() 1586 …struct zink_shader *zs = shader == PIPE_SHADER_COMPUTE ? ctx->compute_stage : ctx->gfx_stages[shad… in update_descriptor_stage_state() 1638 if (ctx->gfx_stages[i]) { in update_descriptor_state()
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D | zink_draw.cpp | 191 struct hash_entry *entry = _mesa_hash_table_search_pre_hashed(ht, hash, ctx->gfx_stages); in update_gfx_program() 198 …prog = zink_create_gfx_program(ctx, ctx->gfx_stages, ctx->gfx_pipeline_state.vertices_per_patch + … in update_gfx_program()
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D | zink_query.c | 874 query->have_gs[query->curr_query] = !!ctx->gfx_stages[PIPE_SHADER_GEOMETRY]; in zink_query_update_gs_states()
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D | zink_context.c | 1837 if (!ctx->gfx_stages[PIPE_SHADER_FRAGMENT] || in zink_update_fbfetch() 1838 !ctx->gfx_stages[PIPE_SHADER_FRAGMENT]->nir->info.fs.uses_fbfetch_output) { in zink_update_fbfetch() 1958 const uint64_t outputs_written = ctx->gfx_stages[PIPE_SHADER_FRAGMENT] ? in get_render_pass() 1959 … ctx->gfx_stages[PIPE_SHADER_FRAGMENT]->nir->info.outputs_written : 0; in get_render_pass()
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/third_party/mesa3d/src/gallium/drivers/d3d12/ |
D | d3d12_compiler.cpp | 242 struct d3d12_shader_selector *fs = ctx->gfx_stages[PIPE_SHADER_FRAGMENT]; in missing_dual_src_outputs() 277 struct d3d12_shader_selector *fs = ctx->gfx_stages[PIPE_SHADER_FRAGMENT]; in frag_result_color_lowering() 312 struct d3d12_shader_selector *fs = ctx->gfx_stages[PIPE_SHADER_FRAGMENT]; in manual_depth_range() 327 struct d3d12_shader_selector *vs = ctx->gfx_stages[PIPE_SHADER_VERTEX]; in fill_mode_lowered() 329 if ((ctx->gfx_stages[PIPE_SHADER_GEOMETRY] != NULL && in fill_mode_lowered() 330 !ctx->gfx_stages[PIPE_SHADER_GEOMETRY]->is_gs_variant) || in fill_mode_lowered() 354 struct d3d12_shader_selector *vs = ctx->gfx_stages[PIPE_SHADER_VERTEX]; in needs_point_sprite_lowering() 355 struct d3d12_shader_selector *gs = ctx->gfx_stages[PIPE_SHADER_GEOMETRY]; in needs_point_sprite_lowering() 376 if ((ctx->gfx_stages[PIPE_SHADER_GEOMETRY] != NULL && in cull_mode_lowered() 377 !ctx->gfx_stages[PIPE_SHADER_GEOMETRY]->is_gs_variant) || in cull_mode_lowered() [all …]
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D | d3d12_draw.cpp | 218 struct d3d12_shader_selector *shader = ctx->gfx_stages[i]; in check_descriptors_left() 232 struct d3d12_shader_selector *shader = ctx->gfx_stages[i]; in check_descriptors_left() 259 if (!ctx->gfx_stages[i]) in update_graphics_root_parameters() 262 struct d3d12_shader_selector *shader_sel = ctx->gfx_stages[i]; in update_graphics_root_parameters() 435 struct d3d12_shader_selector *sel = ctx->gfx_stages[PIPE_SHADER_GEOMETRY]; in d3d12_last_vertex_stage() 437 sel = ctx->gfx_stages[PIPE_SHADER_VERTEX]; in d3d12_last_vertex_stage() 513 struct d3d12_shader *shader = ctx->gfx_stages[i] ? ctx->gfx_stages[i]->current : NULL; in d3d12_draw_vbo()
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D | d3d12_context.h | 201 struct d3d12_shader_selector *gfx_stages[D3D12_GFX_SHADER_STAGES]; member
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D | d3d12_root_signature.cpp | 194 if (ctx->gfx_stages[i]->so_info.num_outputs > 0) in fill_key()
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D | d3d12_blit.cpp | 545 util_blitter_save_fragment_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_FRAGMENT]); in util_blit_save_state() 546 util_blitter_save_vertex_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_VERTEX]); in util_blit_save_state() 547 util_blitter_save_geometry_shader(ctx->blitter, ctx->gfx_stages[PIPE_SHADER_GEOMETRY]); in util_blit_save_state()
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D | d3d12_context.cpp | 1046 ctx->gfx_stages[stage] = shader; in bind_stage() 1993 struct d3d12_shader_selector *fs = ctx->gfx_stages[PIPE_SHADER_FRAGMENT]; in d3d12_need_zero_one_depth_range()
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