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Searched refs:ZINK_SHADER_COUNT (Results 1 – 11 of 11) sorted by relevance

/third_party/mesa3d/src/gallium/drivers/zink/
Dzink_descriptors.h39 #ifndef ZINK_SHADER_COUNT
40 #define ZINK_SHADER_COUNT (PIPE_SHADER_TYPES - 1) macro
54 #define ZINK_MAX_DESCRIPTORS_PER_TYPE (32 * ZINK_SHADER_COUNT)
100 bool exists[ZINK_SHADER_COUNT];
101 uint32_t state[ZINK_SHADER_COUNT];
126 …struct zink_descriptor_state gfx_descriptor_states[ZINK_SHADER_COUNT]; // keep incremental hashes …
128 …struct zink_descriptor_state compact_gfx_descriptor_states[ZINK_SHADER_COUNT]; // keep incremental…
139 bool gfx_push_valid[ZINK_SHADER_COUNT];
140 uint32_t gfx_push_state[ZINK_SHADER_COUNT];
Dzink_program.h102 struct nir_shader *nir[ZINK_SHADER_COUNT];
104 struct zink_shader_module *modules[ZINK_SHADER_COUNT]; // compute stage doesn't belong here
108 …struct list_head shader_cache[ZINK_SHADER_COUNT][2][2]; //normal, nonseamless cubes, inline unifor…
109 unsigned inlined_variant_count[ZINK_SHADER_COUNT];
111 struct zink_shader *shaders[ZINK_SHADER_COUNT];
211 struct zink_shader *stages[ZINK_SHADER_COUNT],
Dzink_descriptors.c171 for (unsigned i = 0; i < ZINK_SHADER_COUNT; i++) { in desc_state_equal()
187 for (unsigned i = 0; i < ZINK_SHADER_COUNT; i++) { in desc_state_hash()
542 for (unsigned i = 0; i < ZINK_SHADER_COUNT; i++) in create_gfx_layout()
545 bindings[ZINK_SHADER_COUNT].binding = ZINK_FBFETCH_BINDING; in create_gfx_layout()
546 bindings[ZINK_SHADER_COUNT].descriptorType = VK_DESCRIPTOR_TYPE_INPUT_ATTACHMENT; in create_gfx_layout()
547 bindings[ZINK_SHADER_COUNT].descriptorCount = 1; in create_gfx_layout()
548 bindings[ZINK_SHADER_COUNT].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; in create_gfx_layout()
549 bindings[ZINK_SHADER_COUNT].pImmutableSamplers = NULL; in create_gfx_layout()
711 for (unsigned i = 1; i < ZINK_SHADER_COUNT; i++) in populate_zds_key()
722 for (unsigned i = 0; i < ZINK_SHADER_COUNT; i++) { in populate_zds_key()
[all …]
Dzink_context.h28 #define ZINK_SHADER_COUNT (PIPE_SHADER_TYPES - 1) macro
244 struct zink_shader *gfx_stages[ZINK_SHADER_COUNT];
263 unsigned shader_stages : ZINK_SHADER_COUNT; /* mask of bound gfx shader stages */
Dzink_program.c404 assign_io(struct zink_gfx_program *prog, struct zink_shader *stages[ZINK_SHADER_COUNT]) in assign_io() argument
409 for (unsigned i = 0; i < ZINK_SHADER_COUNT; i++) in assign_io()
414 for (unsigned j = i + 1; j < ZINK_SHADER_COUNT; i++, j++) { in assign_io()
431 struct zink_shader *stages[ZINK_SHADER_COUNT], in zink_create_gfx_program() argument
442 for (int i = 0; i < ZINK_SHADER_COUNT; ++i) { in zink_create_gfx_program()
478 for (int i = 0; i < ZINK_SHADER_COUNT; ++i) { in zink_create_gfx_program()
666 for (unsigned i = 0; i < ZINK_SHADER_COUNT; i++) { in zink_program_num_bindings_typed()
691 for (int i = 0; i < ZINK_SHADER_COUNT; ++i) { in zink_destroy_gfx_program()
Dzink_descriptors_lazy.c193 unsigned num_shaders = pg->is_compute ? 1 : ZINK_SHADER_COUNT; in zink_descriptor_program_init_lazy()
318 wd_count[0] = pg->is_compute ? 1 : (ZINK_SHADER_COUNT + !!ctx->dd->has_fbfetch); in zink_descriptor_program_init_lazy()
421 sizes[0].descriptorCount = ZINK_SHADER_COUNT * MAX_LAZY_DESCRIPTORS; in create_push_pool()
764 for (unsigned i = 0; i < ZINK_SHADER_COUNT; i++) { in zink_descriptors_init_lazy()
769 … VkDescriptorUpdateTemplateEntry *entry = &dd_lazy(ctx)->push_entries[ZINK_SHADER_COUNT]; //fbfetch in zink_descriptors_init_lazy()
Dzink_pipeline.c360 VkPipelineShaderStageCreateInfo shader_stages[ZINK_SHADER_COUNT]; in zink_create_gfx_pipeline()
362 for (int i = 0; i < ZINK_SHADER_COUNT; ++i) { in zink_create_gfx_pipeline()
Dzink_compiler.c2570 return stage + (compact_descriptors * (ZINK_SHADER_COUNT * 2)); in zink_binding()
2575 … (stage * ZINK_MAX_SHADER_IMAGES) + index + (compact_descriptors * (ZINK_SHADER_COUNT * PIPE_MAX_S… in zink_binding()
3261 assert(pstage < ZINK_SHADER_COUNT); in zink_shader_free()
Dzink_draw.cpp1128 return !memcmp(a, b, sizeof(void*) * ZINK_SHADER_COUNT); in equals_gfx_program()
Dzink_context.c1465 for (unsigned i = 0; i < ZINK_SHADER_COUNT; i++) { in update_binds_for_samplerviews()
2635 for (unsigned i = 0; i < ZINK_SHADER_COUNT; i++) in zink_update_descriptor_refs()
/third_party/mesa3d/docs/relnotes/
D20.3.0.rst3728 - zink: use ZINK_SHADER_COUNT instead of PIPE_SHADER_TYPES - 1 everywhere