/external/mesa3d/src/gallium/drivers/vc5/ |
D | vc5_rcl.c | 47 cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) { in load_general() 105 cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) { in store_general() 190 cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords); in flush_last_load() 191 cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) { in flush_last_load() 226 cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords); in vc5_rcl_emit_loads() 234 cl_emit(cl, RELOAD_TILE_COLOUR_BUFFER, load) { in vc5_rcl_emit_loads() 247 cl_emit(cl, END_OF_LOADS, end); in vc5_rcl_emit_loads() 302 cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords); in vc5_rcl_emit_stores() 331 cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords); in vc5_rcl_emit_stores() 336 cl_emit(cl, STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_EXTENDED, store) { in vc5_rcl_emit_stores() [all …]
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D | vc5_emit.c | 279 cl_emit(&job->bcl, BLEND_CONFIG, config) { in emit_rt_blend() 342 cl_emit(&job->bcl, CLIP_WINDOW, clip) { in v3dX() 359 cl_emit(&job->bcl, CONFIGURATION_BITS, config) { in v3dX() 406 cl_emit(&job->bcl, DEPTH_OFFSET, depth) { in v3dX() 415 cl_emit(&job->bcl, POINT_SIZE, point_size) { in v3dX() 419 cl_emit(&job->bcl, LINE_WIDTH, line_width) { in v3dX() 425 cl_emit(&job->bcl, CLIPPER_XY_SCALING, clip) { in v3dX() 432 cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) { in v3dX() 438 cl_emit(&job->bcl, CLIPPER_Z_MIN_MAX_CLIPPING_PLANES, clip) { in v3dX() 445 cl_emit(&job->bcl, VIEWPORT_OFFSET, vp) { in v3dX() [all …]
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D | vc5_draw.c | 72 cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION_PART2, config) { in vc5_start_draw() 79 cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION_PART1, config) { in vc5_start_draw() 102 cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin); in vc5_start_draw() 105 cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter); in vc5_start_draw() 110 cl_emit(&job->bcl, START_TILE_BINNING, bin); in vc5_start_draw() 165 cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) { in vc5_emit_gl_shader_state() 283 cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) { in vc5_emit_gl_shader_state() 296 cl_emit(&job->bcl, GL_SHADER_STATE, state) { in vc5_emit_gl_shader_state() 413 cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) { in vc5_draw_vbo() 449 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) { in vc5_draw_vbo() [all …]
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D | vc5_job.c | 403 cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter); in vc5_job_submit() 410 cl_emit(&job->bcl, INCREMENT_SEMAPHORE, incr); in vc5_job_submit() 417 cl_emit(&job->bcl, FLUSH_ALL_STATE, flush); in vc5_job_submit()
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D | vc5_cl.c | 71 cl_emit(cl, BRANCH, branch) { in vc5_cl_ensure_space_with_branch()
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D | vc5_cl.h | 215 #define cl_emit(cl, packet, name) \ macro
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/external/mesa3d/src/gallium/drivers/vc4/ |
D | vc4_emit.c | 62 cl_emit(&job->bcl, CLIP_WINDOW, clip) { in vc4_emit_state() 122 cl_emit(&job->bcl, CLIPPER_XY_SCALING, clip) { in vc4_emit_state() 129 cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) { in vc4_emit_state() 136 cl_emit(&job->bcl, VIEWPORT_OFFSET, vp) { in vc4_emit_state() 145 cl_emit(&job->bcl, FLAT_SHADE_FLAGS, flags) { in vc4_emit_state()
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D | vc4_draw.c | 84 cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION, bin) { in vc4_start_draw() 95 cl_emit(&job->bcl, START_TILE_BINNING, start); in vc4_start_draw() 102 cl_emit(&job->bcl, PRIMITIVE_LIST_FORMAT, list) { in vc4_start_draw() 150 cl_emit(&job->shader_rec, SHADER_RECORD, rec) { in vc4_emit_gl_shader_state() 198 cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) { in vc4_emit_gl_shader_state() 218 cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) { in vc4_emit_gl_shader_state() 227 cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) { in vc4_emit_gl_shader_state() 488 cl_emit(&job->bcl, VERTEX_ARRAY_PRIMITIVES, array) { in vc4_draw_vbo()
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D | vc4_job.c | 395 cl_emit(&job->bcl, INCREMENT_SEMAPHORE, incr); in vc4_job_submit() 399 cl_emit(&job->bcl, FLUSH, flush); in vc4_job_submit()
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D | vc4_cl.h | 250 #define cl_emit(cl, packet, name) \ macro
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