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Searched refs:psv1 (Results 1 – 3 of 3) sorted by relevance

/third_party/mesa3d/src/microsoft/compiler/
Ddxil_container.c235 state->state.psv1.sig_input_vectors = (uint8_t)m->num_psv_inputs; in dxil_container_add_state_validation()
238 state->state.psv1.sig_output_vectors[i] = (uint8_t)m->num_psv_outputs[i]; in dxil_container_add_state_validation()
243 if (state->state.psv1.sig_input_vectors > 0) { in dxil_container_add_state_validation()
245 if (state->state.psv1.sig_output_vectors[i] > 0) in dxil_container_add_state_validation()
247 compute_input_output_table_dwords(state->state.psv1.sig_input_vectors, in dxil_container_add_state_validation()
248 state->state.psv1.sig_output_vectors[i]); in dxil_container_add_state_validation()
250 …if (state->state.psv1.shader_stage == DXIL_HULL_SHADER && state->state.psv1.sig_patch_const_or_pri… in dxil_container_add_state_validation()
251 …e_size += sizeof(uint32_t) * compute_input_output_table_dwords(state->state.psv1.sig_input_vectors, in dxil_container_add_state_validation()
252 state->state.psv1.sig_patch_const_or_prim_vectors); in dxil_container_add_state_validation()
255 if (state->state.psv1.shader_stage == DXIL_DOMAIN_SHADER && in dxil_container_add_state_validation()
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Ddxil_signature.h145 struct dxil_psv_runtime_info_1 psv1; member
Dnir_to_dxil.c5635 state->state.psv1.psv0.max_expected_wave_lane_count = UINT_MAX; in dxil_fill_validation_state()
5636 state->state.psv1.shader_stage = (uint8_t)ctx->mod.shader_kind; in dxil_fill_validation_state()
5637 state->state.psv1.sig_input_elements = (uint8_t)ctx->mod.num_sig_inputs; in dxil_fill_validation_state()
5638 state->state.psv1.sig_output_elements = (uint8_t)ctx->mod.num_sig_outputs; in dxil_fill_validation_state()
5639 state->state.psv1.sig_patch_const_or_prim_elements = (uint8_t)ctx->mod.num_sig_patch_consts; in dxil_fill_validation_state()
5643 state->state.psv1.psv0.vs.output_position_present = ctx->mod.info.has_out_position; in dxil_fill_validation_state()
5647 state->state.psv1.psv0.ps.depth_output = ctx->mod.info.has_out_depth; in dxil_fill_validation_state()
5648 state->state.psv1.psv0.ps.sample_frequency = in dxil_fill_validation_state()
5657 state->state.psv1.max_vertex_count = ctx->shader->info.gs.vertices_out; in dxil_fill_validation_state()
5658 …state->state.psv1.psv0.gs.input_primitive = dxil_get_input_primitive(ctx->shader->info.gs.input_pr… in dxil_fill_validation_state()
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