Searched refs:num_invocations (Results 1 – 6 of 6) sorted by relevance
73 return (shader->fetched_prim_count == shader->vector_length || shader->num_invocations > 1); in draw_gs_should_flush()425 for (unsigned invocation = 0; invocation < shader->num_invocations; invocation++) { in gs_flush()593 total_verts_per_buffer * shader->num_invocations + in draw_geometry_shader_run()601 shader->num_invocations, shader->num_vertex_streams); in draw_geometry_shader_run()619 …->stream[i].primitive_lengths = MALLOC(max_out_prims * sizeof(unsigned) * shader->num_invocations); in draw_geometry_shader_run()829 gs->num_invocations = in draw_create_geometry_shader()
98 unsigned num_invocations; member
1000 uint8_t num_invocations; member
791 prog_data->num_invocations = c->s->info.gs.invocations; in v3d_gs_set_prog_data()
581 gs->num_invocations); in v3d_emit_gl_shader_state()
1954 prog_data_gs->num_invocations); in v3dX()