Searched refs:NumOffsets (Results 1 – 22 of 22) sorted by relevance
724 instruction_texture.NumOffsets = 0; in tgsi_default_instruction_texture()740 instruction_texture.NumOffsets = num_offsets; in tgsi_build_instruction_texture()1089 full_inst->Texture.NumOffsets, in tgsi_build_full_instruction()1093 for (i = 0; i < full_inst->Texture.NumOffsets; i++) { in tgsi_build_full_instruction()
193 for( i = 0; i < inst->Texture.NumOffsets; i++ ) { in tgsi_parse_token()
600 for (i = 0; i < inst->Texture.NumOffsets; i++) { in iter_instruction()
1133 inst.Texture.NumOffsets = i; in parse_instruction()
1013 out[0].insn_texture.NumOffsets = num_offsets; in ureg_emit_texture()
736 instruction_texture.NumOffsets = 0; in tgsi_default_instruction_texture()755 instruction_texture.NumOffsets = num_offsets; in tgsi_build_instruction_texture()1111 full_inst->Texture.NumOffsets, in tgsi_build_full_instruction()1118 for (i = 0; i < full_inst->Texture.NumOffsets; i++) { in tgsi_build_full_instruction()
191 for (i = 0; i < inst->Texture.NumOffsets; i++) { in tgsi_parse_token()
641 for (i = 0; i < inst->Texture.NumOffsets; i++) { in iter_instruction()
487 for (i = 0; i < fullinst->Texture.NumOffsets; i++) { in scan_instruction()
1150 inst.Texture.NumOffsets = i; in parse_instruction()
1340 out[0].insn_texture.NumOffsets = num_offsets; in ureg_emit_texture()
2155 if (inst->Texture.NumOffsets == 1) { in fetch_texel_offsets()2169 assert(inst->Texture.NumOffsets == 0); in fetch_texel_offsets()
656 unsigned NumOffsets : 4; member
696 unsigned NumOffsets : 4; member
1276 bool has_offset = inst->Texture.NumOffsets > 0; in tex_fetch_args()1316 assert(inst->Texture.NumOffsets == 1); in tex_fetch_args()1583 if (inst->Texture.NumOffsets) { in tex_fetch_args()1587 assert(inst->Texture.NumOffsets == 1); in tex_fetch_args()1837 args.offset = inst->Texture.NumOffsets > 0; in build_tex_intrinsic()
1911 else if (inst->Texture.NumOffsets == 1) in get_tex_inst_ext()1917 if (inst->Texture.NumOffsets == 1) in get_tex_inst_ext()1922 if (inst->Texture.NumOffsets == 1) in get_tex_inst_ext()1927 if (inst->Texture.NumOffsets == 4) in get_tex_inst_ext()1929 else if (inst->Texture.NumOffsets == 1) in get_tex_inst_ext()1934 if (inst->Texture.NumOffsets == 1) in get_tex_inst_ext()2209 … if (inst->Texture.NumOffsets > 1 || is_shad || (ctx->shader_req_bits & SHADER_REQ_SAMPLER_RECT)) in translate_tex()2211 if (inst->Texture.NumOffsets == 1) { in translate_tex()2224 if (inst->Texture.NumOffsets == 0) { in translate_tex()2231 } else if (inst->Texture.NumOffsets) { in translate_tex()[all …]
1272 num_srcs += tgsi_inst->Texture.NumOffsets; in ttn_tex()1394 for (i = 0; i < tgsi_inst->Texture.NumOffsets; i++) { in ttn_tex()
794 assert(inst->Texture.NumOffsets <= 1); // TODO what to do in other cases? in translate_tex()
2205 if (inst->Texture.NumOffsets == 1) { in emit_tex()2373 if (inst->Texture.NumOffsets == 1) { in emit_sample()2497 if (inst->Texture.NumOffsets == 1) { in emit_fetch_texels()
7019 bool txf_add_offsets = inst->Texture.NumOffsets && in tgsi_tex()7432 if (inst->Texture.NumOffsets) { in tgsi_tex()7433 assert(inst->Texture.NumOffsets == 1); in tgsi_tex()
212 unsigned int getNumTexOffsets() const { return insn->Texture.NumOffsets; } in getNumTexOffsets()
4705 if (inst->Texture.NumOffsets == 1) { in get_texel_offsets()