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Searched refs:gfx10_is_ngg_passthrough (Results 1 – 3 of 3) sorted by relevance

/third_party/mesa3d/src/gallium/drivers/radeonsi/
Dsi_shader.h1007 bool gfx10_is_ngg_passthrough(struct si_shader *shader);
Dsi_state_shaders.cpp1163 bool gfx10_is_ngg_passthrough(struct si_shader *shader) in gfx10_is_ngg_passthrough() function
1403 (gfx10_edgeflags_have_effect(shader) && !gfx10_is_ngg_passthrough(shader))) in gfx10_shader_ngg()
1408 else if (input_prim >= PIPE_PRIM_TRIANGLES && !gfx10_is_ngg_passthrough(shader)) in gfx10_shader_ngg()
1561 shader->ctx_reg.ngg.vgt_stages.u.ngg_passthrough = gfx10_is_ngg_passthrough(shader); in gfx10_shader_ngg()
Dgfx10_shader_ngg.c139 if (gfx10_is_ngg_passthrough(ctx->shader) && in gfx10_ngg_build_sendmsg_gs_alloc_req()
152 if (gfx10_is_ngg_passthrough(ctx->shader) || ctx->shader->key.ge.opt.ngg_culling) { in gfx10_ngg_build_export_prim()
1572 if (ctx->shader->key.ge.opt.ngg_culling || gfx10_is_ngg_passthrough(ctx->shader)) { in gfx10_ngg_build_end()