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Searched refs:VERTEX_POSITION_SLOT (Results 1 – 4 of 4) sorted by relevance

/external/mesa3d/src/gallium/drivers/swr/rasterizer/core/
Dclip.h458 vertices[i].attrib[VERTEX_POSITION_SLOT] = prim[i];
592 …uint8_t *pBase = reinterpret_cast<uint8_t *>(&vertices[0].attrib[VERTEX_POSITION_SLOT]) + sizeof(f…
602 … transposedPrims[0].attrib[VERTEX_POSITION_SLOT][c] = SimdHelper<SIMD_T>::insert_lo_ps(temp);
666 bool assemble = clipPA.Assemble(VERTEX_POSITION_SLOT, attrib);
852 ScatterComponent(pOutVerts, VERTEX_POSITION_SLOT, vActiveMask, outIndex, c, vOutPos);
931 vInPos0[c] = GatherComponent(pInVerts, VERTEX_POSITION_SLOT, vActiveMask, s, c);
932 vInPos1[c] = GatherComponent(pInVerts, VERTEX_POSITION_SLOT, vActiveMask, p, c);
950 … ScatterComponent(pOutVerts, VERTEX_POSITION_SLOT, s_in, vOutIndex, c, vInPos0[c]);
1025 vInPos0[c] = GatherComponent(pInVerts, VERTEX_POSITION_SLOT, vActiveMask, s, c);
1026 vInPos1[c] = GatherComponent(pInVerts, VERTEX_POSITION_SLOT, vActiveMask, p, c);
[all …]
Dfrontend.cpp837 pa.Assemble(VERTEX_POSITION_SLOT, attrib); in GeometryShaderStage()
840 gsContext.pVerts[VERTEX_POSITION_SLOT + pState->inputVertStride * i] = attrib[i]; in GeometryShaderStage()
976 bool assemble = gsPa.Assemble(VERTEX_POSITION_SLOT, attrib_simd16); in GeometryShaderStage()
979 bool assemble = gsPa.Assemble(VERTEX_POSITION_SLOT, attrib); in GeometryShaderStage()
1396 tessPa.Assemble(VERTEX_POSITION_SLOT, prim_simd16); in TessellationStages()
1398 tessPa.Assemble(VERTEX_POSITION_SLOT, prim); in TessellationStages()
1821 bool assemble = pa.Assemble(VERTEX_POSITION_SLOT, prim_simd16); in ProcessDraw()
2033 bool assemble = pa.Assemble(VERTEX_POSITION_SLOT, prim); in ProcessDraw()
Dstate.h187 VERTEX_POSITION_SLOT = 1, enumerator
/external/mesa3d/src/gallium/drivers/swr/
Dswr_shader.cpp426 attribSlot = VERTEX_POSITION_SLOT; in swr_gs_llvm_emit_vertex()
643 vs_slot = VERTEX_POSITION_SLOT; in CompileGS()
862 outSlot = VERTEX_POSITION_SLOT; in CompileVS()
987 attrib = VERTEX_POSITION_SLOT; in swr_so_adjust_attrib()