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Searched refs:in_qualifier (Results 1 – 6 of 6) sorted by relevance

/third_party/mesa3d/src/compiler/glsl/
Dast_type.cpp681 r &= validate_prim_type(loc, state, *state->in_qualifier, *this); in validate_in_qualifier()
682 r &= validate_vertex_spacing(loc, state, *state->in_qualifier, *this); in validate_in_qualifier()
683 r &= validate_ordering(loc, state, *state->in_qualifier, *this); in validate_in_qualifier()
684 r &= validate_point_mode(*state->in_qualifier, *this); in validate_in_qualifier()
701 && this->flags.q.prim_type && !state->in_qualifier->flags.q.prim_type) { in merge_into_in_qualifier()
705 r = state->in_qualifier->merge_qualifier(loc, state, *this, false); in merge_into_in_qualifier()
707 if (state->in_qualifier->flags.q.early_fragment_tests) { in merge_into_in_qualifier()
709 state->in_qualifier->flags.q.early_fragment_tests = false; in merge_into_in_qualifier()
712 if (state->in_qualifier->flags.q.inner_coverage) { in merge_into_in_qualifier()
714 state->in_qualifier->flags.q.inner_coverage = false; in merge_into_in_qualifier()
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Dglsl_parser_extras.cpp306 this->in_qualifier = new(this) ast_type_qualifier(); in _mesa_glsl_parse_state()
1779 assert(!state->in_qualifier->flags.i); in set_shader_inout_layout()
1836 if (state->in_qualifier->flags.q.prim_type) { in set_shader_inout_layout()
1837 switch (state->in_qualifier->prim_type) { in set_shader_inout_layout()
1851 if (state->in_qualifier->flags.q.vertex_spacing) in set_shader_inout_layout()
1852 shader->info.TessEval.Spacing = state->in_qualifier->vertex_spacing; in set_shader_inout_layout()
1855 if (state->in_qualifier->flags.q.ordering) in set_shader_inout_layout()
1856 shader->info.TessEval.VertexOrder = state->in_qualifier->ordering; in set_shader_inout_layout()
1859 if (state->in_qualifier->flags.q.point_mode) in set_shader_inout_layout()
1860 shader->info.TessEval.PointMode = state->in_qualifier->point_mode; in set_shader_inout_layout()
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Dglsl_parser_extras.h447 struct ast_type_qualifier *in_qualifier; member
Dast_to_hir.cpp4897 num_vertices = vertices_per_prim(state->in_qualifier->prim_type); in handle_geometry_shader_input_decl()
8807 || state->in_qualifier->prim_type == this->prim_type); in hir()
Dglsl_parser.yy3095 if (!state->in_qualifier->push_to_global(& @1, state)) {
/third_party/mesa3d/docs/relnotes/
D19.1.0.rst912 - glsl: Remove redundant conditions when asserting in_qualifier