Searched refs:can_inline (Results 1 – 10 of 10) sorted by relevance
33 bool can_inline(ir_call *call);
58 can_inline(ir_call *call) in can_inline() function
326 if (can_inline(ir)) { in visit_enter()
98 bool can_inline; member
109 …if (zs->can_inline && (screen->is_cpu || prog->inlined_variant_count[pstage] < ZINK_MAX_INLINED_VA… in get_shader_module_for_stage()
2172 zs->can_inline = false; in zink_shader_compile()3210 ret->can_inline = true; in zink_shader_create()
351 pipeline->inlines[shader->info.stage].can_inline |= BITFIELD_BIT(i); in lvp_find_inlinable_uniforms()361 if (!pipeline->inlines[shader->info.stage].can_inline) in lvp_inline_uniforms()
272 if (!state->pipeline[is_compute]->inlines[stage].can_inline) in update_inline_shader_state()302 u_foreach_bit(slot, pipeline->inlines[stage].can_inline) { in update_inline_shader_state()324 pipeline->inlines[stage].can_inline = 0; in update_inline_shader_state()573 state->inlines_dirty[PIPE_SHADER_COMPUTE] = pipeline->inlines[MESA_SHADER_COMPUTE].can_inline; in handle_compute_pipeline()574 if (!pipeline->inlines[MESA_SHADER_COMPUTE].can_inline) in handle_compute_pipeline()655 … state->inlines_dirty[PIPE_SHADER_FRAGMENT] = pipeline->inlines[MESA_SHADER_FRAGMENT].can_inline; in handle_graphics_pipeline()656 if (!pipeline->inlines[MESA_SHADER_FRAGMENT].can_inline) in handle_graphics_pipeline()661 … state->inlines_dirty[PIPE_SHADER_VERTEX] = pipeline->inlines[MESA_SHADER_VERTEX].can_inline; in handle_graphics_pipeline()662 if (!pipeline->inlines[MESA_SHADER_VERTEX].can_inline) in handle_graphics_pipeline()667 … state->inlines_dirty[PIPE_SHADER_GEOMETRY] = pipeline->inlines[MESA_SHADER_GEOMETRY].can_inline; in handle_graphics_pipeline()[all …]
444 uint32_t can_inline; //bitmask member
888 if (!pipeline->inlines[stage].can_inline) in lvp_graphics_pipeline_init()1010 if (!pipeline->inlines[MESA_SHADER_COMPUTE].can_inline) in lvp_compute_pipeline_init()