Searched refs:has_control (Results 1 – 4 of 4) sorted by relevance
122 bool has_control = false; in CheckLoopConstruction() local125 has_control = true; in CheckLoopConstruction()129 EXPECT_TRUE(has_control); in CheckLoopConstruction()
1019 bool has_control = false; in manual_PreCallValidateCreateGraphicsPipelines() local1024 has_control = true; in manual_PreCallValidateCreateGraphicsPipelines()1031 if (has_control && has_eval) { in manual_PreCallValidateCreateGraphicsPipelines()
1455 bool has_control = (pPipeline->active_shaders & VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT) != 0; in ValidatePipelineUnlocked() local1457 if (has_control && !has_eval) { in ValidatePipelineUnlocked()1462 if (!has_control && has_eval) { in ValidatePipelineUnlocked()1482 if (has_control && has_eval && in ValidatePipelineUnlocked()1492 if (!has_control || !has_eval) { in ValidatePipelineUnlocked()
3386 bool has_control = op->ControlInputCount() == 1; in MakeNode() local3393 if (!has_context && !has_frame_state && !has_control && !has_effect) { in MakeNode()3400 if (has_control) ++input_count_with_deps; in MakeNode()3417 if (has_control) { in MakeNode()