Searched refs:has_compressed_msaa_texturing (Results 1 – 7 of 7) sorted by relevance
259 bool has_compressed_msaa_texturing; member300 bool has_compressed_msaa_texturing);
779 rscreen->has_compressed_msaa_texturing = false; in r600_screen_create()783 rscreen->has_compressed_msaa_texturing = rscreen->b.info.drm_minor >= 24; in r600_screen_create()787 rscreen->has_compressed_msaa_texturing = true; in r600_screen_create()791 rscreen->has_compressed_msaa_texturing = false; in r600_screen_create()
142 bool has_compressed_msaa_texturing) in r600_bytecode_init() argument160 bc->has_compressed_msaa_texturing = has_compressed_msaa_texturing; in r600_bytecode_init()2656 rctx->screen->has_compressed_msaa_texturing); in r600_create_vertex_fetch_shader()
278 bool has_compressed_msaa_texturing; member
859 if (texture->nr_samples > 1 && rscreen->has_compressed_msaa_texturing) { in evergreen_fill_tex_resource_words()3700 unsigned mode = rctx->screen->has_compressed_msaa_texturing ? in evergreen_create_decompress_blend()
2591 rctx->screen->has_compressed_msaa_texturing); in generate_gs_copy_shader()3447 rscreen->has_compressed_msaa_texturing); in r600_shader_from_tgsi()7557 bool read_compressed_msaa = ctx->bc->has_compressed_msaa_texturing && in tgsi_tex()
1003 rscreen->has_compressed_msaa_texturing); in r600_shader_from_nir()