Lines Matching refs:num_shaders
1689 unsigned num_shaders) in link_xfb_stride_layout_qualifiers() argument
1695 for (unsigned i = 0; i < num_shaders; i++) { in link_xfb_stride_layout_qualifiers()
1726 unsigned num_shaders) in link_bindless_layout_qualifiers() argument
1734 for (unsigned i = 0; i < num_shaders; i++) { in link_bindless_layout_qualifiers()
1769 unsigned num_shaders) in link_layer_viewport_relative_qualifier() argument
1774 for (i = 0; i < num_shaders; i++) { in link_layer_viewport_relative_qualifier()
1785 for (; i < num_shaders; i++) { in link_layer_viewport_relative_qualifier()
1804 unsigned num_shaders) in link_tcs_out_layout_qualifiers() argument
1821 for (unsigned i = 0; i < num_shaders; i++) { in link_tcs_out_layout_qualifiers()
1861 unsigned num_shaders) in link_tes_in_layout_qualifiers() argument
1886 for (unsigned i = 0; i < num_shaders; i++) { in link_tes_in_layout_qualifiers()
1969 unsigned num_shaders) in link_fs_inout_layout_qualifiers() argument
1981 for (unsigned i = 0; i < num_shaders; i++) { in link_fs_inout_layout_qualifiers()
2050 unsigned num_shaders) in link_gs_inout_layout_qualifiers() argument
2075 for (unsigned i = 0; i < num_shaders; i++) { in link_gs_inout_layout_qualifiers()
2163 unsigned num_shaders) in link_cs_input_layout_qualifiers() argument
2188 for (unsigned sh = 0; sh < num_shaders; sh++) { in link_cs_input_layout_qualifiers()
2277 unsigned num_shaders) in link_output_variables() argument
2281 for (unsigned i = 0; i < num_shaders; i++) { in link_output_variables()
2318 unsigned num_shaders, in link_intrastage_shaders() argument
2329 for (unsigned i = 0; i < num_shaders; i++) { in link_intrastage_shaders()
2342 num_shaders); in link_intrastage_shaders()
2349 for (unsigned i = 0; i < (num_shaders - 1); i++) { in link_intrastage_shaders()
2356 for (unsigned j = i + 1; j < num_shaders; j++) { in link_intrastage_shaders()
2391 for (unsigned i = 0; i < num_shaders; i++) { in link_intrastage_shaders()
2427 link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders); in link_intrastage_shaders()
2428 link_tcs_out_layout_qualifiers(prog, gl_prog, shader_list, num_shaders); in link_intrastage_shaders()
2429 link_tes_in_layout_qualifiers(prog, gl_prog, shader_list, num_shaders); in link_intrastage_shaders()
2430 link_gs_inout_layout_qualifiers(prog, gl_prog, shader_list, num_shaders); in link_intrastage_shaders()
2431 link_cs_input_layout_qualifiers(prog, gl_prog, shader_list, num_shaders); in link_intrastage_shaders()
2434 link_xfb_stride_layout_qualifiers(&ctx->Const, prog, shader_list, num_shaders); in link_intrastage_shaders()
2436 link_bindless_layout_qualifiers(prog, shader_list, num_shaders); in link_intrastage_shaders()
2438 link_layer_viewport_relative_qualifier(prog, gl_prog, shader_list, num_shaders); in link_intrastage_shaders()
2456 for (unsigned i = 0; i < num_shaders; i++) { in link_intrastage_shaders()
2465 if (!link_function_calls(prog, linked, shader_list, num_shaders)) { in link_intrastage_shaders()
2471 link_output_variables(linked, shader_list, num_shaders); in link_intrastage_shaders()
2554 if (num_shaders == 1) { in link_intrastage_shaders()
2561 for (unsigned i = 0; i < num_shaders; i++) { in link_intrastage_shaders()
3599 unsigned num_shaders[MESA_SHADER_STAGES]; in link_shaders() local
3604 num_shaders[i] = 0; in link_shaders()
3625 shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i]; in link_shaders()
3626 num_shaders[shader_type]++; in link_shaders()
3645 if (num_shaders[MESA_SHADER_GEOMETRY] > 0 && in link_shaders()
3646 num_shaders[MESA_SHADER_VERTEX] == 0) { in link_shaders()
3651 if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 && in link_shaders()
3652 num_shaders[MESA_SHADER_VERTEX] == 0) { in link_shaders()
3657 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 && in link_shaders()
3658 num_shaders[MESA_SHADER_VERTEX] == 0) { in link_shaders()
3688 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 && in link_shaders()
3689 num_shaders[MESA_SHADER_TESS_EVAL] == 0) { in link_shaders()
3696 if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 && in link_shaders()
3697 num_shaders[MESA_SHADER_TESS_CTRL] == 0) { in link_shaders()
3707 if (num_shaders[MESA_SHADER_COMPUTE] > 0 && in link_shaders()
3708 num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) { in link_shaders()
3716 if (num_shaders[stage] > 0) { in link_shaders()
3719 num_shaders[stage], false); in link_shaders()
3939 num_shaders[MESA_SHADER_COMPUTE] == 0) { in link_shaders()