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Searched refs:nir_store_var (Results 1 – 15 of 15) sorted by relevance

/external/mesa3d/src/compiler/nir/
Dnir_lower_gs_intrinsics.c97 nir_store_var(b, state->vertex_count_var, in rewrite_emit_vertex()
201 nir_store_var(&b, state.vertex_count_var, nir_imm_int(&b, 0), 0x1); in nir_lower_gs_intrinsics()
Dnir_lower_returns.c192 nir_store_var(b, state->return_flag, nir_imm_int(b, NIR_FALSE), 1); in lower_returns_in_block()
196 nir_store_var(b, state->return_flag, nir_imm_int(b, NIR_TRUE), 1); in lower_returns_in_block()
Dnir_lower_passthrough_edgeflags.c47 nir_store_var(&b, out, def, 0xf); in lower_impl()
Dnir_builder.h560 nir_store_var(nir_builder *build, nir_variable *var, nir_ssa_def *value, in nir_store_var() function
/external/mesa3d/src/amd/vulkan/
Dradv_query.c68 nir_store_var(b, var, counter, 0x1); in radv_break_on_count()
170 nir_store_var(&b, result, nir_imm_int64(&b, 0), 0x1); in build_occlusion_query_shader()
171 nir_store_var(&b, outer_counter, nir_imm_int(&b, 0), 0x1); in build_occlusion_query_shader()
172 nir_store_var(&b, available, nir_imm_int(&b, 1), 0x1); in build_occlusion_query_shader()
193 nir_store_var(&b, start, nir_swizzle(&b, &load->dest.ssa, swizzle0, 1, false), 0x1); in build_occlusion_query_shader()
194 nir_store_var(&b, end, nir_swizzle(&b, &load->dest.ssa, swizzle1, 1, false), 0x1); in build_occlusion_query_shader()
205 nir_store_var(&b, result, in build_occlusion_query_shader()
212 nir_store_var(&b, available, nir_imm_int(&b, 0), 0x1); in build_occlusion_query_shader()
402 nir_store_var(&b, output_offset, output_base, 0x1); in build_pipeline_statistics_query_shader()
457 nir_store_var(&b, output_offset, in build_pipeline_statistics_query_shader()
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Dradv_meta.c477 nir_store_var(&b, v_position, outvec, 0xf); in radv_meta_build_nir_vs_generate_vertices()
565 nir_store_var(b, color, tmp, 0xf); in radv_meta_build_resolve_shader_core()
569 nir_store_var(b, color, &tex->dest.ssa, 0xf); in radv_meta_build_resolve_shader_core()
Dradv_meta_blit.c54 nir_store_var(&b, pos_out, outvec, 0xf); in build_nir_vertex_shader()
98 nir_store_var(&b, tex_pos_out, out_tex_vec, 0xf); in build_nir_vertex_shader()
151 nir_store_var(&b, color_out, &tex->dest.ssa, 0xf); in build_nir_copy_fragment_shader()
205 nir_store_var(&b, color_out, &tex->dest.ssa, 0x1); in build_nir_copy_fragment_shader_depth()
259 nir_store_var(&b, color_out, &tex->dest.ssa, 0x1); in build_nir_copy_fragment_shader_stencil()
Dradv_meta_blit2d.c384 nir_store_var(&b, pos_out, outvec, 0xf); in build_nir_vertex_shader()
418 nir_store_var(&b, tex_pos_out, out_tex_vec, 0x3); in build_nir_vertex_shader()
546 nir_store_var(&b, color_out, color, 0xf); in build_nir_copy_fragment_shader()
575 nir_store_var(&b, color_out, color, 0x1); in build_nir_copy_fragment_shader_depth()
604 nir_store_var(&b, color_out, color, 0x1); in build_nir_copy_fragment_shader_stencil()
Dradv_meta_clear.c73 nir_store_var(&fs_b, fs_out_color, &in_color_load->dest.ssa, 0xf); in build_color_shaders()
76 nir_store_var(&vs_b, vs_out_pos, outvec, 0xf); in build_color_shaders()
88 nir_store_var(&vs_b, vs_out_layer, layer_id, 0x1); in build_color_shaders()
429 nir_store_var(&vs_b, vs_out_pos, outvec, 0xf); in build_depthstencil_shader()
441 nir_store_var(&vs_b, vs_out_layer, layer_id, 0x1); in build_depthstencil_shader()
Dradv_meta_resolve_fs.c49 nir_store_var(&b, pos_out, outvec, 0xf); in build_nir_vertex_shader()
99 nir_store_var(&b, color_out, outval, 0xf); in build_resolve_fragment_shader()
Dradv_meta_resolve.c48 nir_store_var(&b, f_color, nir_imm_vec4(&b, 0.0, 0.0, 0.0, 1.0), 0xf); in build_nir_fs()
/external/mesa3d/src/intel/vulkan/
Danv_nir_lower_multiview.c217 nir_store_var(b, view_index_out, view_index, 0x1); in anv_nir_lower_multiview()
223 nir_store_var(b, layer_id_out, view_index, 0x1); in anv_nir_lower_multiview()
/external/mesa3d/src/compiler/spirv/
Dvtn_cfg.c669 nir_store_var(&b->nb, switch_fall_var, nir_imm_int(&b->nb, NIR_FALSE), 1); in vtn_emit_branch()
782 nir_store_var(&b->nb, do_cont, nir_imm_int(&b->nb, NIR_FALSE), 1); in vtn_emit_cf_list()
793 nir_store_var(&b->nb, do_cont, nir_imm_int(&b->nb, NIR_TRUE), 1); in vtn_emit_cf_list()
811 nir_store_var(&b->nb, fall_var, nir_imm_int(&b->nb, NIR_FALSE), 1); in vtn_emit_cf_list()
859 nir_store_var(&b->nb, fall_var, nir_imm_int(&b->nb, NIR_TRUE), 1); in vtn_emit_cf_list()
/external/mesa3d/src/intel/blorp/
Dblorp_blit.c703 nir_store_var(b, color, texture_data[0], 0xf); in blorp_nir_manual_blend_average()
726 nir_store_var(b, color, texture_data[0], 0xf); in blorp_nir_manual_blend_average()
1302 nir_store_var(&b, v.color_out, color, 0xf); in brw_blorp_build_nir_shader()
Dblorp_clear.c140 nir_store_var(&b, v_layer, nir_iadd(&b, instance, base_layer), 0x1); in blorp_params_get_layer_offset_vs()