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Lines Matching refs:dstate

86 dd_num_active_viewports(struct dd_draw_state *dstate)  in dd_num_active_viewports()  argument
91 if (dstate->shaders[PIPE_SHADER_GEOMETRY]) in dd_num_active_viewports()
92 tokens = dstate->shaders[PIPE_SHADER_GEOMETRY]->state.shader.tokens; in dd_num_active_viewports()
93 else if (dstate->shaders[PIPE_SHADER_TESS_EVAL]) in dd_num_active_viewports()
94 tokens = dstate->shaders[PIPE_SHADER_TESS_EVAL]->state.shader.tokens; in dd_num_active_viewports()
95 else if (dstate->shaders[PIPE_SHADER_VERTEX]) in dd_num_active_viewports()
96 tokens = dstate->shaders[PIPE_SHADER_VERTEX]->state.shader.tokens; in dd_num_active_viewports()
183 dd_dump_render_condition(struct dd_draw_state *dstate, FILE *f) in dd_dump_render_condition() argument
185 if (dstate->render_cond.query) { in dd_dump_render_condition()
187 DUMP_M(query_type, &dstate->render_cond, query->type); in dd_dump_render_condition()
188 DUMP_M(uint, &dstate->render_cond, condition); in dd_dump_render_condition()
189 DUMP_M(uint, &dstate->render_cond, mode); in dd_dump_render_condition()
195 dd_dump_shader(struct dd_draw_state *dstate, enum pipe_shader_type sh, FILE *f) in dd_dump_shader() argument
208 !dstate->shaders[PIPE_SHADER_TESS_CTRL] && in dd_dump_shader()
209 dstate->shaders[PIPE_SHADER_TESS_EVAL]) in dd_dump_shader()
212 dstate->tess_default_levels[0], in dd_dump_shader()
213 dstate->tess_default_levels[1], in dd_dump_shader()
214 dstate->tess_default_levels[2], in dd_dump_shader()
215 dstate->tess_default_levels[3], in dd_dump_shader()
216 dstate->tess_default_levels[4], in dd_dump_shader()
217 dstate->tess_default_levels[5]); in dd_dump_shader()
220 if (dstate->rs) { in dd_dump_shader()
221 unsigned num_viewports = dd_num_active_viewports(dstate); in dd_dump_shader()
223 if (dstate->rs->state.rs.clip_plane_enable) in dd_dump_shader()
224 DUMP(clip_state, &dstate->clip_state); in dd_dump_shader()
227 DUMP_I(viewport_state, &dstate->viewports[i], i); in dd_dump_shader()
229 if (dstate->rs->state.rs.scissor) in dd_dump_shader()
231 DUMP_I(scissor_state, &dstate->scissors[i], i); in dd_dump_shader()
233 DUMP(rasterizer_state, &dstate->rs->state.rs); in dd_dump_shader()
235 if (dstate->rs->state.rs.poly_stipple_enable) in dd_dump_shader()
236 DUMP(poly_stipple, &dstate->polygon_stipple); in dd_dump_shader()
240 if (!dstate->shaders[sh]) in dd_dump_shader()
244 DUMP(shader_state, &dstate->shaders[sh]->state.shader); in dd_dump_shader()
247 if (dstate->constant_buffers[sh][i].buffer || in dd_dump_shader()
248 dstate->constant_buffers[sh][i].user_buffer) { in dd_dump_shader()
249 DUMP_I(constant_buffer, &dstate->constant_buffers[sh][i], i); in dd_dump_shader()
250 if (dstate->constant_buffers[sh][i].buffer) in dd_dump_shader()
251 DUMP_M(resource, &dstate->constant_buffers[sh][i], buffer); in dd_dump_shader()
255 if (dstate->sampler_states[sh][i]) in dd_dump_shader()
256 DUMP_I(sampler_state, &dstate->sampler_states[sh][i]->state.sampler, i); in dd_dump_shader()
259 if (dstate->sampler_views[sh][i]) { in dd_dump_shader()
260 DUMP_I(sampler_view, dstate->sampler_views[sh][i], i); in dd_dump_shader()
261 DUMP_M(resource, dstate->sampler_views[sh][i], texture); in dd_dump_shader()
265 if (dstate->shader_images[sh][i].resource) { in dd_dump_shader()
266 DUMP_I(image_view, &dstate->shader_images[sh][i], i); in dd_dump_shader()
267 if (dstate->shader_images[sh][i].resource) in dd_dump_shader()
268 DUMP_M(resource, &dstate->shader_images[sh][i], resource); in dd_dump_shader()
272 if (dstate->shader_buffers[sh][i].buffer) { in dd_dump_shader()
273 DUMP_I(shader_buffer, &dstate->shader_buffers[sh][i], i); in dd_dump_shader()
274 if (dstate->shader_buffers[sh][i].buffer) in dd_dump_shader()
275 DUMP_M(resource, &dstate->shader_buffers[sh][i], buffer); in dd_dump_shader()
282 dd_dump_draw_vbo(struct dd_draw_state *dstate, struct pipe_draw_info *info, FILE *f) in dd_dump_draw_vbo() argument
300 dd_dump_render_condition(dstate, f); in dd_dump_draw_vbo()
303 if (dstate->vertex_buffers[i].buffer.resource) { in dd_dump_draw_vbo()
304 DUMP_I(vertex_buffer, &dstate->vertex_buffers[i], i); in dd_dump_draw_vbo()
305 if (!dstate->vertex_buffers[i].is_user_buffer) in dd_dump_draw_vbo()
306 DUMP_M(resource, &dstate->vertex_buffers[i], buffer.resource); in dd_dump_draw_vbo()
309 if (dstate->velems) { in dd_dump_draw_vbo()
311 dstate->velems->state.velems.count); in dd_dump_draw_vbo()
312 for (i = 0; i < dstate->velems->state.velems.count; i++) { in dd_dump_draw_vbo()
314 DUMP_I(vertex_element, &dstate->velems->state.velems.velems[i], i); in dd_dump_draw_vbo()
318 PRINT_NAMED(uint, "num stream output targets", dstate->num_so_targets); in dd_dump_draw_vbo()
319 for (i = 0; i < dstate->num_so_targets; i++) in dd_dump_draw_vbo()
320 if (dstate->so_targets[i]) { in dd_dump_draw_vbo()
321 DUMP_I(stream_output_target, dstate->so_targets[i], i); in dd_dump_draw_vbo()
322 DUMP_M(resource, dstate->so_targets[i], buffer); in dd_dump_draw_vbo()
323 fprintf(f, " offset = %i\n", dstate->so_offsets[i]); in dd_dump_draw_vbo()
331 dd_dump_shader(dstate, sh, f); in dd_dump_draw_vbo()
334 if (dstate->dsa) in dd_dump_draw_vbo()
335 DUMP(depth_stencil_alpha_state, &dstate->dsa->state.dsa); in dd_dump_draw_vbo()
336 DUMP(stencil_ref, &dstate->stencil_ref); in dd_dump_draw_vbo()
338 if (dstate->blend) in dd_dump_draw_vbo()
339 DUMP(blend_state, &dstate->blend->state.blend); in dd_dump_draw_vbo()
340 DUMP(blend_color, &dstate->blend_color); in dd_dump_draw_vbo()
342 PRINT_NAMED(uint, "min_samples", dstate->min_samples); in dd_dump_draw_vbo()
343 PRINT_NAMED(hex, "sample_mask", dstate->sample_mask); in dd_dump_draw_vbo()
346 DUMP(framebuffer_state, &dstate->framebuffer_state); in dd_dump_draw_vbo()
347 for (i = 0; i < dstate->framebuffer_state.nr_cbufs; i++) in dd_dump_draw_vbo()
348 if (dstate->framebuffer_state.cbufs[i]) { in dd_dump_draw_vbo()
350 DUMP(surface, dstate->framebuffer_state.cbufs[i]); in dd_dump_draw_vbo()
352 DUMP(resource, dstate->framebuffer_state.cbufs[i]->texture); in dd_dump_draw_vbo()
354 if (dstate->framebuffer_state.zsbuf) { in dd_dump_draw_vbo()
356 DUMP(surface, dstate->framebuffer_state.zsbuf); in dd_dump_draw_vbo()
358 DUMP(resource, dstate->framebuffer_state.zsbuf->texture); in dd_dump_draw_vbo()
364 dd_dump_launch_grid(struct dd_draw_state *dstate, struct pipe_grid_info *info, FILE *f) in dd_dump_launch_grid() argument
370 dd_dump_shader(dstate, PIPE_SHADER_COMPUTE, f); in dd_dump_launch_grid()
375 dd_dump_resource_copy_region(struct dd_draw_state *dstate, in dd_dump_resource_copy_region() argument
391 dd_dump_blit(struct dd_draw_state *dstate, struct pipe_blit_info *info, FILE *f) in dd_dump_blit() argument
411 dd_dump_render_condition(dstate, f); in dd_dump_blit()
415 dd_dump_generate_mipmap(struct dd_draw_state *dstate, FILE *f) in dd_dump_generate_mipmap() argument
434 dd_dump_flush_resource(struct dd_draw_state *dstate, struct pipe_resource *res, in dd_dump_flush_resource() argument
442 dd_dump_clear(struct dd_draw_state *dstate, struct call_clear *info, FILE *f) in dd_dump_clear() argument
452 dd_dump_clear_buffer(struct dd_draw_state *dstate, struct call_clear_buffer *info, in dd_dump_clear_buffer() argument
521 dd_dump_clear_texture(struct dd_draw_state *dstate, FILE *f) in dd_dump_clear_texture() argument
528 dd_dump_clear_render_target(struct dd_draw_state *dstate, FILE *f) in dd_dump_clear_render_target() argument
535 dd_dump_clear_depth_stencil(struct dd_draw_state *dstate, FILE *f) in dd_dump_clear_depth_stencil() argument