Searched refs:CompileStatus (Results 1 – 13 of 13) sorted by relevance
129 mCompileStatus(CompileStatus::NOT_COMPILED) in ShaderState()342 mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED; in compile()424 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()497 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()506 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()515 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()601 mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED; in resolveCompile()637 return mState.mCompileStatus == CompileStatus::COMPILED; in isCompiled()
52 enum class CompileStatus enum90 bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; } in compilePending()113 CompileStatus getCompileStatus() const { return mCompileStatus; } in getCompileStatus()157 CompileStatus mCompileStatus;
85 <VertexShader CompileStatus="[status]">89 <FragmentShader CompileStatus="[status]">138 <CompileInfo CompileStatus="[status]">[string]</CompileInfo>
94 sh->CompileStatus = COMPILE_FAILURE; in _mesa_spirv_shader_binary()351 if (sh->CompileStatus) { in _mesa_SpecializeShaderARB()417 sh->CompileStatus = COMPILE_SUCCESS; in _mesa_SpecializeShaderARB()
155 enum gl_compile_status CompileStatus; member
1053 *params = shader->CompileStatus ? GL_TRUE : GL_FALSE; in get_shaderiv()1167 if (sh->CompileStatus == COMPILE_SKIPPED && !sh->FallbackSource) { in set_shader_source()1217 sh->CompileStatus = COMPILE_FAILURE; in _mesa_compile_shader()1237 if (sh->CompileStatus) { in _mesa_compile_shader()1256 if (!sh->CompileStatus) { in _mesa_compile_shader()
1098 p.shader->CompileStatus = COMPILE_SUCCESS; in create_new_program()
55 if (!prog->Shaders[i]->CompileStatus) { in _mesa_glsl_link_shader()
991 shader->CompileStatus ? "ok" : "fail"); in _mesa_write_shader_to_file()
2105 assert(shader->CompileStatus != COMPILE_FAILURE && in opt_shader_and_create_symbol_table()2174 shader->CompileStatus = COMPILE_SKIPPED; in can_skip_compile()2199 if (shader->CompileStatus == COMPILE_SUCCESS) in can_skip_compile()2293 shader->CompileStatus = state->error ? COMPILE_FAILURE : COMPILE_SUCCESS; in _mesa_glsl_compile_shader()2328 if (shader->CompileStatus == COMPILE_SUCCESS) in _mesa_glsl_compile_shader()2331 if (ctx->Cache && shader->CompileStatus == COMPILE_SUCCESS) { in _mesa_glsl_compile_shader()
386 if (shader->CompileStatus == COMPILE_SUCCESS && options->dump_lir) { in compile_shader()508 if (!shader->CompileStatus) { in standalone_compile_shader()
2738 sh->CompileStatus = COMPILE_FAILURE; in glsl_float64_funcs_to_nir()2741 if (!sh->CompileStatus) { in glsl_float64_funcs_to_nir()
94 const char *CompileStatusToString(gl::CompileStatus status) in CompileStatusToString()98 ENUM_TO_STRING(gl::CompileStatus, NOT_COMPILED); in CompileStatusToString()99 ENUM_TO_STRING(gl::CompileStatus, COMPILE_REQUESTED); in CompileStatusToString()100 ENUM_TO_STRING(gl::CompileStatus, COMPILED); in CompileStatusToString()