Searched refs:draw_rule (Results 1 – 3 of 3) sorted by relevance
63 } else if ((rb_pipe->draw_rule.blocker & flag) && in rbug_draw_block_locked()70 (void *) rb_pipe->draw_rule.shader[PIPE_SHADER_FRAGMENT], in rbug_draw_block_locked()72 (void *) rb_pipe->draw_rule.shader[PIPE_SHADER_VERTEX], in rbug_draw_block_locked()74 (void *) rb_pipe->draw_rule.surf, 0, in rbug_draw_block_locked()75 (void *) rb_pipe->draw_rule.texture, 0); in rbug_draw_block_locked()77 if (rb_pipe->draw_rule.shader[sh] && in rbug_draw_block_locked()78 rb_pipe->draw_rule.shader[sh] == rb_pipe->curr.shader[sh]) in rbug_draw_block_locked()82 if (rb_pipe->draw_rule.surf && in rbug_draw_block_locked()83 rb_pipe->draw_rule.surf == rb_pipe->curr.zsbuf) in rbug_draw_block_locked()85 if (rb_pipe->draw_rule.surf) in rbug_draw_block_locked()[all …]
470 rb_context->draw_rule.shader[PIPE_SHADER_VERTEX] = U642VOID(rule->vertex); in rbug_context_draw_rule()471 rb_context->draw_rule.shader[PIPE_SHADER_FRAGMENT] = U642VOID(rule->fragment); in rbug_context_draw_rule()472 rb_context->draw_rule.texture = U642VOID(rule->texture); in rbug_context_draw_rule()473 rb_context->draw_rule.surf = U642VOID(rule->surface); in rbug_context_draw_rule()474 rb_context->draw_rule.blocker = rule->block; in rbug_context_draw_rule()
74 } draw_rule; member