Searched refs:es_stage (Results 1 – 3 of 3) sorted by relevance
2384 gl_shader_stage es_stage = has_tess ? MESA_SHADER_TESS_EVAL : MESA_SHADER_VERTEX; in gfx9_get_gs_info() local2386 pdevice->rad_info.gfx_level, stages[es_stage].info.wave_size, in gfx9_get_gs_info()2388 stages[es_stage].info.workgroup_size = workgroup_size; in gfx9_get_gs_info()2706 …gl_shader_stage es_stage = stages[MESA_SHADER_TESS_CTRL].nir ? MESA_SHADER_TESS_EVAL : MESA_SHADER… in gfx10_get_ngg_info() local2711 stages[es_stage].info.workgroup_size = workgroup_size; in gfx10_get_ngg_info()3428 gl_shader_stage es_stage = last_vgt_api_stage; in radv_determine_ngg_settings() local3431 if (es_stage == MESA_SHADER_TESS_EVAL) in radv_determine_ngg_settings()3432 num_vertices_per_prim = stages[es_stage].nir->info.tess.point_mode ? 1 in radv_determine_ngg_settings()3433 … : stages[es_stage].nir->info.tess._primitive_mode == TESS_PRIMITIVE_ISOLINES ? 2 in radv_determine_ngg_settings()3436 stages[es_stage].info.has_ngg_culling = radv_consider_culling( in radv_determine_ngg_settings()[all …]
1821 gl_shader_stage es_stage = stage; in radv_postprocess_config() local1823 es_stage = info->gs.es_type; in radv_postprocess_config()1826 if (es_stage == MESA_SHADER_VERTEX) { in radv_postprocess_config()1828 } else if (es_stage == MESA_SHADER_TESS_EVAL) { in radv_postprocess_config()1831 } else if (es_stage == MESA_SHADER_MESH) { in radv_postprocess_config()1853 } else if (info->uses_prim_id || (es_stage == MESA_SHADER_VERTEX && in radv_postprocess_config()1870 S_00B22C_OC_LDS_EN(es_stage == MESA_SHADER_TESS_EVAL); in radv_postprocess_config()
1072 gl_shader_stage es_stage = shader->key.ge.part.gs.es->stage; in si_shader_gs() local1075 if (es_stage == MESA_SHADER_VERTEX) { in si_shader_gs()1077 } else if (es_stage == MESA_SHADER_TESS_EVAL) in si_shader_gs()1095 if (es_stage == MESA_SHADER_VERTEX) in si_shader_gs()1113 S_00B22C_OC_LDS_EN(es_stage == MESA_SHADER_TESS_EVAL) | in si_shader_gs()1141 if (es_stage == MESA_SHADER_TESS_EVAL) in si_shader_gs()1352 const gl_shader_stage es_stage = es_sel->stage; in gfx10_shader_ngg() local1367 if (es_stage == MESA_SHADER_TESS_EVAL) { in gfx10_shader_ngg()1377 if (es_stage == MESA_SHADER_VERTEX) { in gfx10_shader_ngg()1387 assert(es_stage == MESA_SHADER_TESS_EVAL); in gfx10_shader_ngg()[all …]