/external/mesa3d/src/mesa/main/ |
D | uniforms.c | 186 _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 …]
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D | state.c | 97 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 …]
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D | draw_validate.c | 136 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 …]
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D | program_binary.c | 291 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()
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D | pipelineobj.c | 101 _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()
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D | compute.c | 44 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()
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D | shaderapi.c | 172 _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 …]
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D | ff_fragment_shader.cpp | 175 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()
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D | state.h | 110 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] || in _mesa_vertex_program_two_side_enabled()
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
D | brw_disk_cache.c | 128 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 …]
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D | gen6_sol.c | 117 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()
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D | brw_tes_surface_state.c | 76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in brw_upload_tes_ubo_surfaces()
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D | brw_tcs_surface_state.c | 76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in brw_upload_tcs_ubo_surfaces()
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D | brw_vs_surface_state.c | 80 struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_upload_vs_ubo_surfaces()
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D | brw_gs_surface_state.c | 76 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in brw_upload_gs_ubo_surfaces()
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D | brw_link.cpp | 149 if (ctx->_Shader->Flags & GLSL_DUMP) { in process_glsl_ir() 366 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) { in brw_link_shader()
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D | brw_ff_gs.c | 199 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_ff_gs_populate_key()
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/external/mesa3d/src/mesa/state_tracker/ |
D | st_atom_storagebuf.c | 99 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()
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D | st_atom_atomicbuf.c | 100 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()
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D | st_atom_image.c | 189 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()
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D | st_atom_constbuf.c | 255 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()
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D | st_shader_cache.c | 143 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()
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D | st_atom_clip.c | 54 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) in st_update_clip()
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D | st_cb_compute.c | 45 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_dispatch_compute_common()
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/external/mesa3d/src/compiler/glsl/ |
D | shader_cache.cpp | 133 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()
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