Searched refs:shader_cso (Results 1 – 3 of 3) sorted by relevance
/third_party/mesa3d/src/gallium/frontends/lavapipe/ |
D | lvp_pipeline.c | 54 if (pipeline->shader_cso[PIPE_SHADER_VERTEX]) in lvp_DestroyPipeline() 55 … device->queue.ctx->delete_vs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_VERTEX]); in lvp_DestroyPipeline() 56 if (pipeline->shader_cso[PIPE_SHADER_FRAGMENT]) in lvp_DestroyPipeline() 57 … device->queue.ctx->delete_fs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_FRAGMENT]); in lvp_DestroyPipeline() 58 if (pipeline->shader_cso[PIPE_SHADER_GEOMETRY]) in lvp_DestroyPipeline() 59 … device->queue.ctx->delete_gs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_GEOMETRY]); in lvp_DestroyPipeline() 60 if (pipeline->shader_cso[PIPE_SHADER_TESS_CTRL]) in lvp_DestroyPipeline() 61 …device->queue.ctx->delete_tcs_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_TESS_CTRL]… in lvp_DestroyPipeline() 62 if (pipeline->shader_cso[PIPE_SHADER_TESS_EVAL]) in lvp_DestroyPipeline() 63 …device->queue.ctx->delete_tes_state(device->queue.ctx, pipeline->shader_cso[PIPE_SHADER_TESS_EVAL]… in lvp_DestroyPipeline() [all …]
|
D | lvp_private.h | 483 void *shader_cso[PIPE_SHADER_TYPES]; member
|
D | lvp_execute.c | 369 state->pctx->bind_compute_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_COMPUTE]); in handle_compute_pipeline() 489 state->pctx->bind_fs_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_FRAGMENT]); in handle_graphics_pipeline() 493 state->pctx->bind_vs_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_VERTEX]); in handle_graphics_pipeline() 497 state->pctx->bind_gs_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_GEOMETRY]); in handle_graphics_pipeline() 502 state->pctx->bind_tcs_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_TESS_CTRL]); in handle_graphics_pipeline() 506 state->pctx->bind_tes_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_TESS_EVAL]); in handle_graphics_pipeline() 518 state->pctx->bind_fs_state(state->pctx, pipeline->shader_cso[PIPE_SHADER_FRAGMENT]); in handle_graphics_pipeline()
|