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Searched refs:num_image_views (Results 1 – 8 of 8) sorted by relevance

/third_party/mesa3d/src/gallium/drivers/svga/
Dsvga_state_uav.c375 unsigned num_image_views = svga->curr.num_image_views[shader]; in svga_create_uav_list() local
380 __FUNCTION__, shader, num_image_views, num_shader_buffers); in svga_create_uav_list()
383 if (num_image_views) { in svga_create_uav_list()
384 num_image_views = MIN2(num_image_views, num_free_uavs-*num_uavs); in svga_create_uav_list()
385 for (unsigned i = 0; i < num_image_views; i++) { in svga_create_uav_list()
638 svga->state.hw_draw.num_image_views[shader] = in svga_save_uav_state()
639 svga->curr.num_image_views[shader]; in svga_save_uav_state()
713 unsigned num_image_views = svga->curr.num_image_views[shader]; in need_to_set_uav() local
714 if ((num_image_views != svga->state.hw_draw.num_image_views[shader]) || in need_to_set_uav()
717 num_image_views * sizeof(struct svga_image_view))) in need_to_set_uav()
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Dsvga_image_view.c180 svga->curr.num_image_views[shader] = start + num; in svga_set_shader_images()
184 __FUNCTION__, svga->curr.num_image_views[shader], start, num, in svga_set_shader_images()
241 memset(svga->state.hw_draw.num_image_views, 0, in svga_init_shader_image_functions()
242 sizeof(svga->state.hw_draw.num_image_views)); in svga_init_shader_image_functions()
Dsvga_state_constants.c48 unsigned num_image_views, in svga_get_image_size_constant() argument
53 for (int i = 0; i < num_image_views; i++) { in svga_get_image_size_constant()
79 return num_image_views; in svga_get_image_size_constant()
148 svga->state.hw_draw.num_image_views[shader], in svga_get_extra_constants_common()
Dsvga_context.h359 unsigned num_image_views[PIPE_SHADER_TYPES]; member
495 unsigned num_image_views[PIPE_SHADER_TYPES]; member
Dsvga_draw.c554 svga->state.hw_draw.num_image_views[shader], in svga_validate_image_views()
/third_party/mesa3d/src/gallium/drivers/d3d12/
Dd3d12_context.h209 unsigned num_image_views[PIPE_SHADER_TYPES]; member
Dd3d12_context.cpp1746 ctx->num_image_views[shader] = MAX2(ctx->num_image_views[shader], count + start_slot); in d3d12_set_shader_images()
1748 ctx->num_image_views[shader] = 0; in d3d12_set_shader_images()
1751 ctx->num_image_views[shader] = i; in d3d12_set_shader_images()
Dd3d12_compiler.cpp1052 key->n_images = sel_ctx->ctx->num_image_views[stage]; in d3d12_fill_shader_key()