Searched refs:cl_aligned_u32 (Results 1 – 6 of 6) sorted by relevance
/external/mesa3d/src/gallium/drivers/vc4/ |
D | vc4_uniforms.c | 55 cl_aligned_u32(uniforms, sview->texture_p1 | sampler->texture_p1); in write_texture_p1() 68 cl_aligned_u32(uniforms, in write_texture_p2() 171 cl_aligned_u32(uniforms, uc.ui[0]); in write_texture_border_color() 212 cl_aligned_u32(&uniforms, data); in vc4_write_uniforms() 215 cl_aligned_u32(&uniforms, in vc4_write_uniforms() 295 cl_aligned_u32(&uniforms, in vc4_write_uniforms() 322 cl_aligned_u32(&uniforms, color); in vc4_write_uniforms() 328 cl_aligned_u32(&uniforms, ((a) | in vc4_write_uniforms() 336 cl_aligned_u32(&uniforms, in vc4_write_uniforms() 349 cl_aligned_u32(&uniforms, vc4->sample_mask); in vc4_write_uniforms() [all …]
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D | vc4_cl.h | 137 cl_aligned_u32(struct vc4_cl_out **cl, uint32_t n) in cl_aligned_u32() function 159 cl_aligned_u32(cl, fui(f)); in cl_aligned_f() 203 cl_aligned_u32(cl_out, offset); in cl_aligned_reloc()
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/external/mesa3d/src/gallium/drivers/v3d/ |
D | v3d_uniforms.c | 116 cl_aligned_u32(uniforms, shader_data | sampler->p0); in write_texture_p0() 144 cl_aligned_u32(uniforms, p1 | packed | sview->p1); in write_texture_p1() 239 cl_aligned_u32(&uniforms, data); in v3d_write_uniforms() 242 cl_aligned_u32(&uniforms, gallium_uniforms[data]); in v3d_write_uniforms() 283 cl_aligned_u32(&uniforms, in v3d_write_uniforms() 294 cl_aligned_u32(&uniforms, in v3d_write_uniforms() 304 cl_aligned_u32(&uniforms, in v3d_write_uniforms() 356 cl_aligned_u32(&uniforms, in v3d_write_uniforms() 371 cl_aligned_u32(&uniforms, in v3d_write_uniforms() 376 cl_aligned_u32(&uniforms, in v3d_write_uniforms() [all …]
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D | v3d_cl.h | 148 cl_aligned_u32(struct v3d_cl_out **cl, uint32_t n) in cl_aligned_u32() function 159 cl_aligned_u32(cl_out, bo->offset + offset); in cl_aligned_reloc() 179 cl_aligned_u32(cl, fui(f)); in cl_aligned_f()
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/external/mesa3d/src/broadcom/vulkan/ |
D | v3dv_uniforms.c | 220 cl_aligned_u32(uniforms, descriptor->range); in write_ubo_ssbo_uniforms() 353 cl_aligned_u32(&uniforms, data); in v3dv_write_uniforms_wg_offsets() 358 cl_aligned_u32(&uniforms, cmd_buffer->push_constants_data[data]); in v3dv_write_uniforms_wg_offsets() 404 cl_aligned_u32(&uniforms, in v3dv_write_uniforms_wg_offsets() 416 cl_aligned_u32(&uniforms, job->csd.wg_count[data]); in v3dv_write_uniforms_wg_offsets() 432 cl_aligned_u32(&uniforms, pipeline->spill.size_per_thread); in v3dv_write_uniforms_wg_offsets()
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D | v3dv_cl.h | 111 cl_aligned_u32(struct v3dv_cl_out **cl, uint32_t n) in cl_aligned_u32() function 120 cl_aligned_u32(cl, fui(f)); in cl_aligned_f() 129 cl_aligned_u32(cl_out, bo->offset + offset); in cl_aligned_reloc()
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