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Lines Matching full:vc4

54         struct vc4_context *vc4 = vc4_context(pctx);  in vc4_set_blend_color()  local
55 vc4->blend_color.f = *blend_color; in vc4_set_blend_color()
57 vc4->blend_color.ub[i] = float_to_ubyte(blend_color->color[i]); in vc4_set_blend_color()
58 vc4->dirty |= VC4_DIRTY_BLEND_COLOR; in vc4_set_blend_color()
65 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_stencil_ref() local
66 vc4->stencil_ref =* stencil_ref; in vc4_set_stencil_ref()
67 vc4->dirty |= VC4_DIRTY_STENCIL_REF; in vc4_set_stencil_ref()
74 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_clip_state() local
75 vc4->clip = *clip; in vc4_set_clip_state()
76 vc4->dirty |= VC4_DIRTY_CLIP; in vc4_set_clip_state()
82 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_sample_mask() local
83 vc4->sample_mask = sample_mask & ((1 << VC4_MAX_SAMPLES) - 1); in vc4_set_sample_mask()
84 vc4->dirty |= VC4_DIRTY_SAMPLE_MASK; in vc4_set_sample_mask()
285 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_polygon_stipple() local
286 vc4->stipple = *stipple; in vc4_set_polygon_stipple()
287 vc4->dirty |= VC4_DIRTY_STIPPLE; in vc4_set_polygon_stipple()
296 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_scissor_states() local
298 vc4->scissor = *scissor; in vc4_set_scissor_states()
299 vc4->dirty |= VC4_DIRTY_SCISSOR; in vc4_set_scissor_states()
308 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_viewport_states() local
309 vc4->viewport = *viewport; in vc4_set_viewport_states()
310 vc4->dirty |= VC4_DIRTY_VIEWPORT; in vc4_set_viewport_states()
318 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_vertex_buffers() local
319 struct vc4_vertexbuf_stateobj *so = &vc4->vertexbuf; in vc4_set_vertex_buffers()
325 vc4->dirty |= VC4_DIRTY_VTXBUF; in vc4_set_vertex_buffers()
331 struct vc4_context *vc4 = vc4_context(pctx); in vc4_blend_state_bind() local
332 vc4->blend = hwcso; in vc4_blend_state_bind()
333 vc4->dirty |= VC4_DIRTY_BLEND; in vc4_blend_state_bind()
339 struct vc4_context *vc4 = vc4_context(pctx); in vc4_rasterizer_state_bind() local
342 if (vc4->rasterizer && rast && in vc4_rasterizer_state_bind()
343 vc4->rasterizer->base.flatshade != rast->base.flatshade) { in vc4_rasterizer_state_bind()
344 vc4->dirty |= VC4_DIRTY_FLAT_SHADE_FLAGS; in vc4_rasterizer_state_bind()
347 vc4->rasterizer = hwcso; in vc4_rasterizer_state_bind()
348 vc4->dirty |= VC4_DIRTY_RASTERIZER; in vc4_rasterizer_state_bind()
354 struct vc4_context *vc4 = vc4_context(pctx); in vc4_zsa_state_bind() local
355 vc4->zsa = hwcso; in vc4_zsa_state_bind()
356 vc4->dirty |= VC4_DIRTY_ZSA; in vc4_zsa_state_bind()
377 struct vc4_context *vc4 = vc4_context(pctx); in vc4_vertex_state_bind() local
378 vc4->vtx = hwcso; in vc4_vertex_state_bind()
379 vc4->dirty |= VC4_DIRTY_VTXSTATE; in vc4_vertex_state_bind()
387 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_constant_buffer() local
388 struct vc4_constbuf_stateobj *so = &vc4->constbuf[shader]; in vc4_set_constant_buffer()
400 vc4->dirty |= VC4_DIRTY_UBO_1_SIZE; in vc4_set_constant_buffer()
409 vc4->dirty |= VC4_DIRTY_CONSTBUF; in vc4_set_constant_buffer()
416 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_framebuffer_state() local
417 struct pipe_framebuffer_state *cso = &vc4->framebuffer; in vc4_set_framebuffer_state()
419 vc4->job = NULL; in vc4_set_framebuffer_state()
443 vc4->dirty |= VC4_DIRTY_FRAMEBUFFER; in vc4_set_framebuffer_state()
447 vc4_get_stage_tex(struct vc4_context *vc4, enum pipe_shader_type shader) in vc4_get_stage_tex() argument
451 vc4->dirty |= VC4_DIRTY_FRAGTEX; in vc4_get_stage_tex()
452 return &vc4->fragtex; in vc4_get_stage_tex()
455 vc4->dirty |= VC4_DIRTY_VERTTEX; in vc4_get_stage_tex()
456 return &vc4->verttex; in vc4_get_stage_tex()
529 struct vc4_context *vc4 = vc4_context(pctx); in vc4_sampler_states_bind() local
530 struct vc4_texture_stateobj *stage_tex = vc4_get_stage_tex(vc4, shader); in vc4_sampler_states_bind()
654 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_sampler_views() local
655 struct vc4_texture_stateobj *stage_tex = vc4_get_stage_tex(vc4, shader); in vc4_set_sampler_views()