Home
last modified time | relevance | path

Searched refs:_Shader (Results 1 – 25 of 46) sorted by relevance

12

/external/mesa3d/src/mesa/main/
Duniforms.c186 _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 1); in _mesa_Uniform1f()
196 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 2); in _mesa_Uniform2f()
207 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 3); in _mesa_Uniform3f()
220 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 4); in _mesa_Uniform4f()
227 _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 1); in _mesa_Uniform1i()
237 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 2); in _mesa_Uniform2i()
248 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 3); in _mesa_Uniform3i()
260 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 4); in _mesa_Uniform4i()
267 _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 1); in _mesa_Uniform1fv()
274 _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 2); in _mesa_Uniform2fv()
[all …]
Dstate.c97 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in _mesa_update_allow_draw_out_of_order()
99 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in _mesa_update_allow_draw_out_of_order()
101 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in _mesa_update_allow_draw_out_of_order()
103 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in _mesa_update_allow_draw_out_of_order()
105 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in _mesa_update_allow_draw_out_of_order()
167 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in update_program()
169 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in update_program()
171 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in update_program()
173 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in update_program()
175 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in update_program()
[all …]
Ddraw_validate.c136 if (!ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && in _mesa_valid_to_render()
144 if (!ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) { in _mesa_valid_to_render()
164 if (ctx->_Shader->Name && !ctx->_Shader->Validated) { in _mesa_valid_to_render()
165 if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader)) { in _mesa_valid_to_render()
175 if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) { in _mesa_valid_to_render()
177 if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram, in _mesa_valid_to_render()
208 if (ctx->_Shader->Flags & GLSL_LOG) { in _mesa_valid_to_render()
209 struct gl_program **prog = ctx->_Shader->CurrentProgram; in _mesa_valid_to_render()
429 if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) { in _mesa_valid_prim_mode()
431 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]-> in _mesa_valid_prim_mode()
[all …]
Dprogram_binary.c291 if (ctx->_Shader) in _mesa_program_binary()
293 if (ctx->_Shader->CurrentProgram[stage] && in _mesa_program_binary()
294 ctx->_Shader->CurrentProgram[stage]->Id == sh_prog->Name) { in _mesa_program_binary()
321 _mesa_use_program(ctx, stage, sh_prog, prog, ctx->_Shader); in _mesa_program_binary()
Dpipelineobj.c101 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default); in _mesa_init_pipeline()
123 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL); in _mesa_free_pipeline_data()
335 if (ctx->_Shader == pipe) { in _mesa_UseProgramStages()
444 if (ctx->_Shader->Name == pipeline) in bind_program_pipeline()
516 if (&ctx->Shader != ctx->_Shader) { in _mesa_bind_pipeline()
523 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, pipe); in _mesa_bind_pipeline()
526 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, in _mesa_bind_pipeline()
531 struct gl_program *prog = ctx->_Shader->CurrentProgram[i]; in _mesa_bind_pipeline()
Dcompute.c44 if (ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE] == NULL) { in check_valid_to_compute()
91 struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in validate_DispatchCompute()
115 struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in validate_DispatchComputeGroupSizeARB()
271 struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in valid_dispatch_indirect()
Dshaderapi.c172 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL); in _mesa_free_shader_state()
566 if (ctx->_Shader->ActiveProgram) in get_handle()
567 return ctx->_Shader->ActiveProgram->Name; in get_handle()
1200 if (ctx->_Shader->Flags & GLSL_DUMP) { in _mesa_compile_shader()
1213 if (ctx->_Shader->Flags & GLSL_LOG) { in _mesa_compile_shader()
1217 if (ctx->_Shader->Flags & GLSL_DUMP) { in _mesa_compile_shader()
1238 if (ctx->_Shader->Flags & GLSL_DUMP_ON_ERROR) { in _mesa_compile_shader()
1245 if (ctx->_Shader->Flags & GLSL_REPORT_ERRORS) { in _mesa_compile_shader()
1300 if (ctx->_Shader) in link_program()
1302 if (ctx->_Shader->CurrentProgram[stage] && in link_program()
[all …]
Dff_fragment_shader.cpp175 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] != NULL; in filter_fp_input_mask()
234 if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY] != NULL) in filter_fp_input_mask()
235 vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in filter_fp_input_mask()
236 else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL] != NULL) in filter_fp_input_mask()
237 vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in filter_fp_input_mask()
239 vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in filter_fp_input_mask()
Dstate.h110 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] || in _mesa_vertex_program_two_side_enabled()
/external/mesa3d/src/mesa/drivers/dri/i965/
Dbrw_disk_cache.c128 if (brw->ctx._Shader->Flags & GLSL_CACHE_INFO) { in read_and_upload()
137 if (brw->ctx._Shader->Flags & GLSL_CACHE_INFO) { in read_and_upload()
154 if (brw->ctx._Shader->Flags & GLSL_CACHE_INFO) { in read_and_upload()
234 struct gl_program *prog = brw->ctx._Shader->CurrentProgram[stage]; in brw_disk_cache_upload_program()
241 if (brw->ctx._Shader->Flags & GLSL_CACHE_FALLBACK) in brw_disk_cache_upload_program()
247 if (brw->ctx._Shader->Flags & GLSL_CACHE_INFO) { in brw_disk_cache_upload_program()
255 if (brw->ctx._Shader->Flags & GLSL_CACHE_INFO) { in brw_disk_cache_upload_program()
285 if (brw->ctx._Shader->Flags & GLSL_CACHE_INFO) { in write_program_data()
305 prog = brw->ctx._Shader->CurrentProgram[stage]; in brw_disk_cache_write_render_programs()
310 prog = brw->ctx._Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_disk_cache_write_render_programs()
[all …]
Dgen6_sol.c117 prog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_gs_upload_binding_table()
144 prog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in brw_gs_upload_binding_table()
401 if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) { in brw_begin_transform_feedback()
403 prog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in brw_begin_transform_feedback()
406 prog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_begin_transform_feedback()
Dbrw_tes_surface_state.c76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in brw_upload_tes_ubo_surfaces()
Dbrw_tcs_surface_state.c76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in brw_upload_tcs_ubo_surfaces()
Dbrw_vs_surface_state.c80 struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_upload_vs_ubo_surfaces()
Dbrw_gs_surface_state.c76 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in brw_upload_gs_ubo_surfaces()
Dbrw_link.cpp149 if (ctx->_Shader->Flags & GLSL_DUMP) { in process_glsl_ir()
366 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) { in brw_link_shader()
Dbrw_ff_gs.c199 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_ff_gs_populate_key()
/external/mesa3d/src/mesa/state_tracker/
Dst_atom_storagebuf.c99 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in st_bind_vs_ssbos()
107 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in st_bind_fs_ssbos()
115 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in st_bind_gs_ssbos()
123 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in st_bind_tcs_ssbos()
131 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in st_bind_tes_ssbos()
139 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_bind_cs_ssbos()
Dst_atom_atomicbuf.c100 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in st_bind_vs_atomics()
109 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in st_bind_fs_atomics()
118 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in st_bind_gs_atomics()
127 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in st_bind_tcs_atomics()
136 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in st_bind_tes_atomics()
149 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_bind_cs_atomics()
Dst_atom_image.c189 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in st_bind_vs_images()
197 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in st_bind_fs_images()
205 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in st_bind_gs_images()
213 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in st_bind_tcs_images()
221 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in st_bind_tes_images()
229 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_bind_cs_images()
Dst_atom_constbuf.c255 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in st_bind_vs_ubos()
264 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in st_bind_fs_ubos()
273 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in st_bind_gs_ubos()
282 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in st_bind_tcs_ubos()
291 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in st_bind_tes_ubos()
300 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_bind_cs_ubos()
Dst_shader_cache.c143 if (st->ctx->_Shader->Flags & GLSL_CACHE_INFO) { in st_store_ir_in_disk_cache()
229 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { in st_deserialise_ir_program()
264 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { in st_load_ir_from_disk_cache()
Dst_atom_clip.c54 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) in st_update_clip()
Dst_cb_compute.c45 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_dispatch_compute_common()
/external/mesa3d/src/compiler/glsl/
Dshader_cache.cpp133 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { in shader_cache_write_program_metadata()
230 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { in shader_cache_read_program_metadata()
247 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { in shader_cache_read_program_metadata()

12