Searched refs:dirty_shader (Results 1 – 18 of 18) 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()
134 if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_SSBO) { in batch_draw_tracking()144 if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_IMAGE) { in batch_draw_tracking()155 if (ctx->dirty_shader[PIPE_SHADER_VERTEX] & FD_DIRTY_SHADER_CONST) { in batch_draw_tracking()160 if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_CONST) { in batch_draw_tracking()182 if (ctx->dirty_shader[PIPE_SHADER_VERTEX] & FD_DIRTY_SHADER_TEX) { in batch_draw_tracking()187 if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_TEX) { in batch_draw_tracking()
104 ctx->dirty_shader[shader] |= FD_DIRTY_SHADER_TEX; in fd_sampler_states_bind()116 ctx->dirty_shader[shader] |= FD_DIRTY_SHADER_TEX; in fd_set_sampler_views()
315 enum fd_dirty_shader_state dirty_shader[PIPE_SHADER_TYPES]; member465 ctx->dirty_shader[i] = ~0; in fd_context_all_dirty()481 ctx->dirty_shader[i] = 0; in fd_context_all_clean()
98 !(ctx->dirty_shader[stage] & FD_DIRTY_CONST)) { in rebind_resource_in_ctx()103 ctx->dirty_shader[stage] |= FD_DIRTY_SHADER_CONST; in rebind_resource_in_ctx()112 !(ctx->dirty_shader[stage] & FD_DIRTY_TEX)) { in rebind_resource_in_ctx()116 ctx->dirty_shader[stage] |= FD_DIRTY_SHADER_TEX; in rebind_resource_in_ctx()125 !(ctx->dirty_shader[stage] & FD_DIRTY_IMAGE)) { in rebind_resource_in_ctx()130 ctx->dirty_shader[stage] |= FD_DIRTY_SHADER_IMAGE; in rebind_resource_in_ctx()139 !(ctx->dirty_shader[stage] & FD_DIRTY_SSBO)) { in rebind_resource_in_ctx()144 ctx->dirty_shader[stage] |= FD_DIRTY_SHADER_SSBO; in rebind_resource_in_ctx()
116 ctx->dirty_shader[shader] |= FD_DIRTY_SHADER_CONST; in fd_set_constant_buffer()159 ctx->dirty_shader[shader] |= FD_DIRTY_SHADER_SSBO; in fd_set_shader_buffers()208 ctx->dirty_shader[shader] |= FD_DIRTY_SHADER_IMAGE; in fd_set_shader_images()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()
819 if (ctx->dirty_shader[PIPE_SHADER_VERTEX] & FD_DIRTY_SHADER_TEX) in fd3_emit_state()822 if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_TEX) in fd3_emit_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()
762 if (ctx->dirty_shader[PIPE_SHADER_VERTEX] & FD_DIRTY_SHADER_TEX) in fd4_emit_state()765 if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_TEX) in fd4_emit_state()
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()
804 if (ctx->dirty_shader[PIPE_SHADER_VERTEX] & FD_DIRTY_SHADER_TEX) { in fd5_emit_state()811 if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_TEX) { in fd5_emit_state()826 if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_SSBO) in fd5_emit_state()829 if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_IMAGE) in fd5_emit_state()837 enum fd_dirty_shader_state dirty = ctx->dirty_shader[PIPE_SHADER_COMPUTE]; in fd5_emit_cs_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()
513 if ((ctx->dirty_shader[type] & FD_DIRTY_SHADER_TEX) && in fd6_emit_combined_textures()527 if ((ctx->dirty_shader[type] & in fd6_emit_combined_textures()1027 if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & DIRTY_IBO) { in fd6_emit_state()1090 enum fd_dirty_shader_state dirty = ctx->dirty_shader[PIPE_SHADER_COMPUTE]; 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()
411 enum fd_dirty_shader_state dirty = ctx->dirty_shader[t]; in emit_common_consts()