Lines Matching refs:bset
96 return vscreen->caps.caps.v1.bset.occlusion_query; in virgl_get_param()
99 return vscreen->caps.caps.v1.bset.mirror_clamp; in virgl_get_param()
117 return vscreen->caps.caps.v1.bset.indep_blend_enable; in virgl_get_param()
119 return vscreen->caps.caps.v1.bset.indep_blend_func; in virgl_get_param()
125 return vscreen->caps.caps.v1.bset.fragment_coord_conventions; in virgl_get_param()
127 if (vscreen->caps.caps.v1.bset.depth_clip_disable) in virgl_get_param()
141 return vscreen->caps.caps.v1.bset.primitive_restart; in virgl_get_param()
143 return vscreen->caps.caps.v1.bset.shader_stencil_export; in virgl_get_param()
148 return vscreen->caps.caps.v1.bset.seamless_cube_map; in virgl_get_param()
150 return vscreen->caps.caps.v1.bset.seamless_cube_map_per_texture; in virgl_get_param()
162 return vscreen->caps.caps.v1.bset.conditional_render; in virgl_get_param()
169 return vscreen->caps.caps.v1.bset.color_clamping; in virgl_get_param()
191 return vscreen->caps.caps.v1.bset.streamout_pause_resume; in virgl_get_param()
193 return vscreen->caps.caps.v1.bset.start_instance; in virgl_get_param()
216 return vscreen->caps.caps.v1.bset.cube_map_array; in virgl_get_param()
218 return vscreen->caps.caps.v1.bset.texture_multisample; in virgl_get_param()
237 return vscreen->caps.caps.v1.bset.texture_query_lod; in virgl_get_param()
241 return vscreen->caps.caps.v1.bset.has_indirect_draw; in virgl_get_param()
244 return vscreen->caps.caps.v1.bset.has_sample_shading; in virgl_get_param()
246 return vscreen->caps.caps.v1.bset.has_cull; in virgl_get_param()
251 return vscreen->caps.caps.v1.bset.conditional_render_inverted; in virgl_get_param()
253 return vscreen->caps.caps.v1.bset.derivative_control; in virgl_get_param()
255 return vscreen->caps.caps.v1.bset.polygon_offset_clamp; in virgl_get_param()
257 return vscreen->caps.caps.v1.bset.transform_feedback_overflow_query; in virgl_get_param()
261 return vscreen->caps.caps.v1.bset.has_fp64 || in virgl_get_param()
373 !vscreen->caps.caps.v1.bset.has_tessellation_shaders) in virgl_get_shader_param()
693 if (!caps->v1.bset.texture_multisample) in virgl_is_format_supported()