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Searched refs:fs_threaded (Results 1 – 6 of 6) sorted by relevance

/third_party/mesa3d/src/gallium/drivers/vc4/
Dvc4_register_allocate.c386 vc4->reg_class_any[c->fs_threaded]); in vc4_register_allocate()
390 vc4->reg_class_a_or_b[c->fs_threaded]); in vc4_register_allocate()
394 vc4->reg_class_a_or_b_or_acc[c->fs_threaded]); in vc4_register_allocate()
398 vc4->reg_class_r4_or_a[c->fs_threaded]); in vc4_register_allocate()
402 vc4->reg_class_a[c->fs_threaded]); in vc4_register_allocate()
412 if (c->fs_threaded) { in vc4_register_allocate()
438 if (!c->fs_threaded) { in vc4_register_allocate()
Dvc4_qir_schedule.c326 if (state.tfreq_count == (c->fs_threaded ? 4 : 8)) { in calculate_forward_deps()
349 (c->fs_threaded ? 2 : 4)) in calculate_forward_deps()
Dvc4_program.c78 if (!c->fs_threaded) in ntq_emit_thrsw()
2206 struct vc4_key *key, bool fs_threaded) in vc4_shader_ntq() argument
2216 c->fs_threaded = fs_threaded; in vc4_shader_ntq()
2354 if (c->fs_threaded && !c->last_thrsw_at_top_level) { in vc4_shader_ntq()
2622 shader->fs_threaded = c->fs_threaded; in vc4_get_compiled_shader()
2628 1 + shader->fs_threaded); in vc4_get_compiled_shader()
Dvc4_context.h159 bool fs_threaded; member
Dvc4_draw.c157 !vc4->prog.fs->fs_threaded; in vc4_emit_gl_shader_state()
Dvc4_qir.h504 bool fs_threaded; member