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Searched refs:is_gs_variant (Results 1 – 4 of 4) sorted by relevance

/third_party/mesa3d/src/gallium/drivers/d3d12/
Dd3d12_compiler.cpp330 !ctx->gfx_stages[PIPE_SHADER_GEOMETRY]->is_gs_variant) || in fill_mode_lowered()
357 if (gs != NULL && !gs->is_gs_variant) { in needs_point_sprite_lowering()
377 !ctx->gfx_stages[PIPE_SHADER_GEOMETRY]->is_gs_variant) || in cull_mode_lowered()
390 struct d3d12_shader_selector *last_vertex_stage = gs && !gs->is_gs_variant ? gs : vs; in get_provoking_vertex()
412 (!gs || gs->is_gs_variant || in get_provoking_vertex()
524 if (gs != NULL && !gs->is_gs_variant) in validate_geometry_shader_variant()
687 if (!next->is_gs_variant) { in d3d12_fill_shader_key()
718 } else if (sel_ctx->needs_vertex_reordering && !sel->is_gs_variant) { in d3d12_fill_shader_key()
722 if (sel->is_gs_variant && next && next->initial->info.inputs_read & VARYING_BIT_PRIMITIVE_ID) in d3d12_fill_shader_key()
781 sel_ctx->ctx->gfx_stages[PIPE_SHADER_GEOMETRY]->is_gs_variant && in d3d12_fill_shader_key()
Dd3d12_compiler.h178 bool is_gs_variant; member
Dd3d12_gs_variant.cpp469 gs->is_gs_variant = true; in create_geometry_shader_variant()
Dd3d12_draw.cpp436 if (!sel || sel->is_gs_variant) in d3d12_last_vertex_stage()