Searched refs:shader_dirty (Results 1 – 5 of 5) sorted by relevance
751 ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_SAMPLERS; in d3d12_bind_sampler_states()1048 ctx->shader_dirty[shader_type] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS; in d3d12_set_sampler_views()1429 ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_CONSTBUF; in d3d12_set_constant_buffer()1653 ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_SSBO; in d3d12_set_shader_buffers()1756 ctx->shader_dirty[shader] |= D3D12_SHADER_DIRTY_IMAGE; in d3d12_set_shader_images()1765 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_CONSTBUF; in d3d12_invalidate_context_bindings()1769 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS; in d3d12_invalidate_context_bindings()1773 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_SSBO; in d3d12_invalidate_context_bindings()1777 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_IMAGE; in d3d12_invalidate_context_bindings()2239 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_CONSTBUF; in d3d12_memory_barrier()[all …]
500 uint64_t dirty = ctx->shader_dirty[stage]; in update_shader_stage_root_parameters()951 ctx->shader_dirty[PIPE_SHADER_FRAGMENT] |= D3D12_SHADER_DIRTY_SAMPLER_VIEWS | in d3d12_draw_vbo()1027 ctx->shader_dirty[i] |= D3D12_SHADER_DIRTY_ALL; in d3d12_draw_vbo()1250 ctx->shader_dirty[i] = 0; in d3d12_draw_vbo()1331 ctx->shader_dirty[PIPE_SHADER_COMPUTE] |= D3D12_SHADER_DIRTY_ALL; in d3d12_launch_grid()1392 ctx->shader_dirty[PIPE_SHADER_COMPUTE] = 0; in d3d12_launch_grid()
188 ctx->shader_dirty[i] = ~0; in d3d12_start_batch()
239 unsigned shader_dirty[PIPE_SHADER_TYPES]; member
416 bool shader_dirty; in emit_common_consts() local419 shader_dirty = !!(dirty & FD_DIRTY_SHADER_PROG); in emit_common_consts()425 if (shader_dirty) in emit_common_consts()