Searched refs:driver_shader (Results 1 – 8 of 8) sorted by relevance
/third_party/mesa3d/src/mesa/state_tracker/ |
D | st_atom_shader.c | 126 shader = fp->variants->driver_shader; in st_update_fp() 176 shader = st_get_fp_variant(st, fp, &key)->base.driver_shader; in st_update_fp() 248 st->vp_variant->base.driver_shader); in st_update_vp() 264 return prog->variants->driver_shader; in st_update_common_program() 295 void *result = st_get_common_variant(st, prog, &key)->base.driver_shader; in st_update_common_program()
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D | st_program.c | 224 if (v->driver_shader) { in delete_variant() 228 draw_delete_vertex_shader(st->draw, v->driver_shader); in delete_variant() 235 st->pipe->delete_vs_state(st->pipe, v->driver_shader); in delete_variant() 238 st->pipe->delete_tcs_state(st->pipe, v->driver_shader); in delete_variant() 241 st->pipe->delete_tes_state(st->pipe, v->driver_shader); in delete_variant() 244 st->pipe->delete_gs_state(st->pipe, v->driver_shader); in delete_variant() 247 st->pipe->delete_fs_state(st->pipe, v->driver_shader); in delete_variant() 250 st->pipe->delete_compute_state(st->pipe, v->driver_shader); in delete_variant() 262 st_save_zombie_shader(v->st, type, v->driver_shader); in delete_variant() 750 v->base.driver_shader = draw_create_vertex_shader(st->draw, &state); in st_create_common_variant() [all …]
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D | st_glsl_to_ir.cpp | 162 driver_handles[type] = p->variants->driver_shader; in st_link_shader()
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D | st_program.h | 202 void *driver_shader; member
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D | st_draw_feedback.c | 160 draw_bind_vertex_shader(draw, vp_variant->base.driver_shader); in st_feedback_draw_vbo()
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D | st_cb_bitmap.c | 216 cso_set_fragment_shader_handle(cso, fpv->base.driver_shader); in setup_render_state()
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D | st_cb_drawpixels.c | 1345 driver_fp = fpv->base.driver_shader; in st_DrawPixels() 1730 driver_fp = fpv->base.driver_shader; in st_CopyPixels()
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/third_party/mesa3d/src/mesa/main/ |
D | shaderapi.c | 741 sh = linked->Program->variants->driver_shader; in get_shader_program_completion_status()
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