Searched refs:cs_prim_discard_state (Results 1 – 2 of 2) sorted by relevance
886 sctx->cs_prim_discard_state.cso = sctx->vs_shader.cso; in si_shader_select_prim_discard_cs()887 sctx->cs_prim_discard_state.current = NULL; in si_shader_select_prim_discard_cs()897 return si_shader_select_with_key(sctx->screen, &sctx->cs_prim_discard_state, &compiler_state, in si_shader_select_prim_discard_cs()900 sctx->cs_prim_discard_state.current->config.scratch_bytes_per_wave == 0; in si_shader_select_prim_discard_cs()1053 sctx->cs_prim_discard_state.current->key.opt.cs_need_correct_orientation) in si_prepare_prim_discard_or_split_draw()1341 bool primitive_restart = sctx->cs_prim_discard_state.current->key.opt.cs_primitive_restart; in si_dispatch_prim_discard_cs_and_draw()1364 struct si_shader *shader = sctx->cs_prim_discard_state.current; in si_dispatch_prim_discard_cs_and_draw()
1038 struct si_shader_ctx_state cs_prim_discard_state; member