Lines Matching refs:Const
84 this->forced_language_version = ctx->Const.ForceGLSLVersion; in _mesa_glsl_parse_state()
85 if (ctx->Const.GLSLZeroInit == 1) { in _mesa_glsl_parse_state()
87 } else if (ctx->Const.GLSLZeroInit == 2) { in _mesa_glsl_parse_state()
106 this->Const.MaxLights = ctx->Const.MaxLights; in _mesa_glsl_parse_state()
107 this->Const.MaxClipPlanes = ctx->Const.MaxClipPlanes; in _mesa_glsl_parse_state()
108 this->Const.MaxTextureUnits = ctx->Const.MaxTextureUnits; in _mesa_glsl_parse_state()
109 this->Const.MaxTextureCoords = ctx->Const.MaxTextureCoordUnits; in _mesa_glsl_parse_state()
110 this->Const.MaxVertexAttribs = ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs; in _mesa_glsl_parse_state()
111 …this->Const.MaxVertexUniformComponents = ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponen… in _mesa_glsl_parse_state()
112 …this->Const.MaxVertexTextureImageUnits = ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUni… in _mesa_glsl_parse_state()
113 this->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxCombinedTextureImageUnits; in _mesa_glsl_parse_state()
114 this->Const.MaxTextureImageUnits = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits; in _mesa_glsl_parse_state()
115 …this->Const.MaxFragmentUniformComponents = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComp… in _mesa_glsl_parse_state()
116 this->Const.MinProgramTexelOffset = ctx->Const.MinProgramTexelOffset; in _mesa_glsl_parse_state()
117 this->Const.MaxProgramTexelOffset = ctx->Const.MaxProgramTexelOffset; in _mesa_glsl_parse_state()
119 this->Const.MaxDrawBuffers = ctx->Const.MaxDrawBuffers; in _mesa_glsl_parse_state()
121 this->Const.MaxDualSourceDrawBuffers = ctx->Const.MaxDualSourceDrawBuffers; in _mesa_glsl_parse_state()
124 …this->Const.MaxVertexOutputComponents = ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents; in _mesa_glsl_parse_state()
125 …this->Const.MaxGeometryInputComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponen… in _mesa_glsl_parse_state()
126 …this->Const.MaxGeometryOutputComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputCompon… in _mesa_glsl_parse_state()
127 this->Const.MaxGeometryShaderInvocations = ctx->Const.MaxGeometryShaderInvocations; in _mesa_glsl_parse_state()
128 …this->Const.MaxFragmentInputComponents = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponen… in _mesa_glsl_parse_state()
129 …this->Const.MaxGeometryTextureImageUnits = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImag… in _mesa_glsl_parse_state()
130 this->Const.MaxGeometryOutputVertices = ctx->Const.MaxGeometryOutputVertices; in _mesa_glsl_parse_state()
131 this->Const.MaxGeometryTotalOutputComponents = ctx->Const.MaxGeometryTotalOutputComponents; in _mesa_glsl_parse_state()
132 …this->Const.MaxGeometryUniformComponents = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxUniformComp… in _mesa_glsl_parse_state()
134 this->Const.MaxVertexAtomicCounters = ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicCounters; in _mesa_glsl_parse_state()
135 …this->Const.MaxTessControlAtomicCounters = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxAtomicCoun… in _mesa_glsl_parse_state()
136 …this->Const.MaxTessEvaluationAtomicCounters = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxAtomicC… in _mesa_glsl_parse_state()
137 …this->Const.MaxGeometryAtomicCounters = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicCounters; in _mesa_glsl_parse_state()
138 …this->Const.MaxFragmentAtomicCounters = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters; in _mesa_glsl_parse_state()
139 this->Const.MaxComputeAtomicCounters = ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters; in _mesa_glsl_parse_state()
140 this->Const.MaxCombinedAtomicCounters = ctx->Const.MaxCombinedAtomicCounters; in _mesa_glsl_parse_state()
141 this->Const.MaxAtomicBufferBindings = ctx->Const.MaxAtomicBufferBindings; in _mesa_glsl_parse_state()
142 this->Const.MaxVertexAtomicCounterBuffers = in _mesa_glsl_parse_state()
143 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicBuffers; in _mesa_glsl_parse_state()
144 this->Const.MaxTessControlAtomicCounterBuffers = in _mesa_glsl_parse_state()
145 ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxAtomicBuffers; in _mesa_glsl_parse_state()
146 this->Const.MaxTessEvaluationAtomicCounterBuffers = in _mesa_glsl_parse_state()
147 ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxAtomicBuffers; in _mesa_glsl_parse_state()
148 this->Const.MaxGeometryAtomicCounterBuffers = in _mesa_glsl_parse_state()
149 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers; in _mesa_glsl_parse_state()
150 this->Const.MaxFragmentAtomicCounterBuffers = in _mesa_glsl_parse_state()
151 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers; in _mesa_glsl_parse_state()
152 this->Const.MaxComputeAtomicCounterBuffers = in _mesa_glsl_parse_state()
153 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers; in _mesa_glsl_parse_state()
154 this->Const.MaxCombinedAtomicCounterBuffers = in _mesa_glsl_parse_state()
155 ctx->Const.MaxCombinedAtomicBuffers; in _mesa_glsl_parse_state()
156 this->Const.MaxAtomicCounterBufferSize = in _mesa_glsl_parse_state()
157 ctx->Const.MaxAtomicBufferSize; in _mesa_glsl_parse_state()
160 this->Const.MaxTransformFeedbackBuffers = ctx->Const.MaxTransformFeedbackBuffers; in _mesa_glsl_parse_state()
161 …this->Const.MaxTransformFeedbackInterleavedComponents = ctx->Const.MaxTransformFeedbackInterleaved… in _mesa_glsl_parse_state()
164 for (unsigned i = 0; i < ARRAY_SIZE(this->Const.MaxComputeWorkGroupCount); i++) in _mesa_glsl_parse_state()
165 this->Const.MaxComputeWorkGroupCount[i] = ctx->Const.MaxComputeWorkGroupCount[i]; in _mesa_glsl_parse_state()
166 for (unsigned i = 0; i < ARRAY_SIZE(this->Const.MaxComputeWorkGroupSize); i++) in _mesa_glsl_parse_state()
167 this->Const.MaxComputeWorkGroupSize[i] = ctx->Const.MaxComputeWorkGroupSize[i]; in _mesa_glsl_parse_state()
169 …this->Const.MaxComputeTextureImageUnits = ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageU… in _mesa_glsl_parse_state()
170 …this->Const.MaxComputeUniformComponents = ctx->Const.Program[MESA_SHADER_COMPUTE].MaxUniformCompon… in _mesa_glsl_parse_state()
172 this->Const.MaxImageUnits = ctx->Const.MaxImageUnits; in _mesa_glsl_parse_state()
173 this->Const.MaxCombinedShaderOutputResources = ctx->Const.MaxCombinedShaderOutputResources; in _mesa_glsl_parse_state()
174 this->Const.MaxImageSamples = ctx->Const.MaxImageSamples; in _mesa_glsl_parse_state()
175 this->Const.MaxVertexImageUniforms = ctx->Const.Program[MESA_SHADER_VERTEX].MaxImageUniforms; in _mesa_glsl_parse_state()
176 …this->Const.MaxTessControlImageUniforms = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxImageUnifor… in _mesa_glsl_parse_state()
177 …this->Const.MaxTessEvaluationImageUniforms = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxImageUni… in _mesa_glsl_parse_state()
178 this->Const.MaxGeometryImageUniforms = ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxImageUniforms; in _mesa_glsl_parse_state()
179 this->Const.MaxFragmentImageUniforms = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxImageUniforms; in _mesa_glsl_parse_state()
180 this->Const.MaxComputeImageUniforms = ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms; in _mesa_glsl_parse_state()
181 this->Const.MaxCombinedImageUniforms = ctx->Const.MaxCombinedImageUniforms; in _mesa_glsl_parse_state()
184 this->Const.MaxViewports = ctx->Const.MaxViewports; in _mesa_glsl_parse_state()
187 this->Const.MaxPatchVertices = ctx->Const.MaxPatchVertices; in _mesa_glsl_parse_state()
188 this->Const.MaxTessGenLevel = ctx->Const.MaxTessGenLevel; in _mesa_glsl_parse_state()
189 …this->Const.MaxTessControlInputComponents = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxInputComp… in _mesa_glsl_parse_state()
190 …this->Const.MaxTessControlOutputComponents = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxOutputCo… in _mesa_glsl_parse_state()
191 …this->Const.MaxTessControlTextureImageUnits = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxTexture… in _mesa_glsl_parse_state()
192 …this->Const.MaxTessEvaluationInputComponents = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxInputC… in _mesa_glsl_parse_state()
193 …this->Const.MaxTessEvaluationOutputComponents = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxOutpu… in _mesa_glsl_parse_state()
194 …this->Const.MaxTessEvaluationTextureImageUnits = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxText… in _mesa_glsl_parse_state()
195 this->Const.MaxTessPatchComponents = ctx->Const.MaxTessPatchComponents; in _mesa_glsl_parse_state()
196 this->Const.MaxTessControlTotalOutputComponents = ctx->Const.MaxTessControlTotalOutputComponents; in _mesa_glsl_parse_state()
197 …this->Const.MaxTessControlUniformComponents = ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxUniform… in _mesa_glsl_parse_state()
198 …this->Const.MaxTessEvaluationUniformComponents = ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxUnif… in _mesa_glsl_parse_state()
201 this->Const.MaxSamples = ctx->Const.MaxSamples; in _mesa_glsl_parse_state()
231 if (known_desktop_glsl_versions[i] <= ctx->Const.GLSLVersion) { in _mesa_glsl_parse_state()
286 if (ctx->Const.ForceGLSLExtensionsWarn) in _mesa_glsl_parse_state()
319 ctx->Const.AllowGLSLExtensionDirectiveMidShader; in _mesa_glsl_parse_state()
321 ctx->Const.AllowGLSL120SubsetIn110; in _mesa_glsl_parse_state()
323 ctx->Const.AllowGLSLBuiltinVariableRedeclaration; in _mesa_glsl_parse_state()
473 this->language_version = this->ctx->Const.GLSLVersion; in process_version_directive()
1799 if (vertices > state->Const.MaxPatchVertices) { in set_shader_inout_layout()
1832 if (qual_max_vertices > state->Const.MaxGeometryOutputVertices) { in set_shader_inout_layout()
1863 if (invocations > state->Const.MaxGeometryShaderInvocations) { in set_shader_inout_layout()
2070 &ctx->Const.ShaderCompilerOptions[shader->Stage]; in opt_shader_and_create_symbol_table()
2075 if (ctx->Const.GLSLOptimizeConservatively) { in opt_shader_and_create_symbol_table()
2078 ctx->Const.NativeIntegers); in opt_shader_and_create_symbol_table()
2082 ctx->Const.NativeIntegers)) in opt_shader_and_create_symbol_table()
2191 if (ctx->Const.GenerateTemporaryNames) in _mesa_glsl_compile_shader()
2249 &ctx->Const.ShaderCompilerOptions[shader->Stage]; in _mesa_glsl_compile_shader()