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Searched refs:OPCODE_CONTINUE (Results 1 – 7 of 7) sorted by relevance

/third_party/skia/third_party/externals/swiftshader/src/Shader/
DShader.cpp992 case OPCODE_CONTINUE: return "continue"; in operationString()
1653 case OPCODE_CONTINUE: in analyzeDynamicBranching()
1669 if(inst->opcode == OPCODE_CONTINUE) in analyzeDynamicBranching()
1737 if(instruction[i]->opcode == OPCODE_CONTINUE) in analyzeDynamicBranching()
DShader.hpp249 OPCODE_CONTINUE, enumerator
DVertexProgram.cpp300 case Shader::OPCODE_CONTINUE: CONTINUE(); break; in program()
DPixelProgram.cpp340 case Shader::OPCODE_CONTINUE: CONTINUE(); break; in applyShader()
/third_party/mesa3d/src/mesa/main/
Ddlist.c621 OPCODE_CONTINUE, enumerator
1327 case OPCODE_CONTINUE: in _mesa_delete_list()
1520 n[0].opcode = OPCODE_CONTINUE; in dlist_alloc()
13335 case OPCODE_CONTINUE: in execute_list()
13537 case OPCODE_CONTINUE: in replace_op_vertex_list_recursively()
14277 case OPCODE_CONTINUE: in print_list()
14376 case OPCODE_CONTINUE: in _mesa_glthread_execute_list()
14417 case OPCODE_CONTINUE: in _mesa_glthread_should_execute_list()
/third_party/skia/third_party/externals/swiftshader/src/OpenGL/compiler/
DOutputASM.cpp1972 case EOpContinue: if(visit == PostVisit) emit(sw::Shader::OPCODE_CONTINUE); break; in visitBranch()
/third_party/mesa3d/docs/relnotes/
D21.1.0.rst3309 - mesa: simplify handling OPCODE_CONTINUE for display lists