Searched refs:FD_DIRTY_SHADER_PROG (Results 1 – 12 of 12) sorted by relevance
38 ctx->dirty_shader[PIPE_SHADER_VERTEX] |= FD_DIRTY_SHADER_PROG; in fd_vs_state_bind()47 ctx->dirty_shader[PIPE_SHADER_TESS_CTRL] |= FD_DIRTY_SHADER_PROG; in fd_tcs_state_bind()56 ctx->dirty_shader[PIPE_SHADER_TESS_EVAL] |= FD_DIRTY_SHADER_PROG; in fd_tes_state_bind()65 ctx->dirty_shader[PIPE_SHADER_GEOMETRY] |= FD_DIRTY_SHADER_PROG; in fd_gs_state_bind()74 ctx->dirty_shader[PIPE_SHADER_FRAGMENT] |= FD_DIRTY_SHADER_PROG; in fd_fs_state_bind()
160 FD_DIRTY_SHADER_PROG = BIT(0), enumerator
546 ctx->dirty_shader[PIPE_SHADER_COMPUTE] |= FD_DIRTY_SHADER_PROG; in fd_bind_compute_state()
102 ctx->dirty_shader[PIPE_SHADER_FRAGMENT] |= FD_DIRTY_SHADER_PROG; in fixup_shader_state()107 ctx->dirty_shader[PIPE_SHADER_VERTEX] |= FD_DIRTY_SHADER_PROG; in fixup_shader_state()
86 ctx->dirty_shader[PIPE_SHADER_FRAGMENT] |= FD_DIRTY_SHADER_PROG; in fixup_shader_state()91 ctx->dirty_shader[PIPE_SHADER_VERTEX] |= FD_DIRTY_SHADER_PROG; in fixup_shader_state()
426 if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_CONST)) { in emit_common_consts()431 shader_dirty = !!(dirty & FD_DIRTY_SHADER_PROG); in emit_common_consts()441 if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_SSBO)) { in emit_common_consts()447 if (dirty & (FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_IMAGE)) { in emit_common_consts()
81 ctx->dirty_shader[PIPE_SHADER_FRAGMENT] |= FD_DIRTY_SHADER_PROG; in fixup_shader_state()86 ctx->dirty_shader[PIPE_SHADER_VERTEX] |= FD_DIRTY_SHADER_PROG; in fixup_shader_state()
165 if (ctx->dirty_shader[PIPE_SHADER_COMPUTE] & FD_DIRTY_SHADER_PROG) in fd5_launch_grid()
117 ctx->dirty_shader[PIPE_SHADER_FRAGMENT] |= FD_DIRTY_SHADER_PROG; in fixup_shader_state()122 ctx->dirty_shader[PIPE_SHADER_VERTEX] |= FD_DIRTY_SHADER_PROG; in fixup_shader_state()
147 if (ctx->dirty_shader[PIPE_SHADER_COMPUTE] & FD_DIRTY_SHADER_PROG) in fd6_launch_grid()
528 (FD_DIRTY_SHADER_TEX | FD_DIRTY_SHADER_PROG | in fd6_emit_combined_textures()1026 FD_DIRTY_SHADER_PROG) in fd6_emit_state()1092 if (dirty & (FD_DIRTY_SHADER_TEX | FD_DIRTY_SHADER_PROG | in fd6_emit_cs_state()
618 ctx->dirty_shader[PIPE_SHADER_VERTEX] |= FD_DIRTY_SHADER_PROG; in fd2_clear()619 ctx->dirty_shader[PIPE_SHADER_FRAGMENT] |= FD_DIRTY_SHADER_PROG | FD_DIRTY_SHADER_CONST; in fd2_clear()