Searched refs:has_compressed_msaa_texturing (Results 1 – 7 of 7) sorted by relevance
259 bool has_compressed_msaa_texturing; member300 bool has_compressed_msaa_texturing);
772 rscreen->has_compressed_msaa_texturing = false; in r600_screen_create()776 rscreen->has_compressed_msaa_texturing = rscreen->b.info.drm_minor >= 24; in r600_screen_create()780 rscreen->has_compressed_msaa_texturing = true; in r600_screen_create()784 rscreen->has_compressed_msaa_texturing = false; in r600_screen_create()
142 bool has_compressed_msaa_texturing) in r600_bytecode_init() argument160 bc->has_compressed_msaa_texturing = has_compressed_msaa_texturing; in r600_bytecode_init()2650 rctx->screen->has_compressed_msaa_texturing); in r600_create_vertex_fetch_shader()
275 bool has_compressed_msaa_texturing; member
854 if (texture->nr_samples > 1 && rscreen->has_compressed_msaa_texturing) { in evergreen_fill_tex_resource_words()3695 unsigned mode = rctx->screen->has_compressed_msaa_texturing ? in evergreen_create_decompress_blend()
2586 rctx->screen->has_compressed_msaa_texturing); in generate_gs_copy_shader()3442 rscreen->has_compressed_msaa_texturing); in r600_shader_from_tgsi()7543 bool read_compressed_msaa = ctx->bc->has_compressed_msaa_texturing && in tgsi_tex()
902 rscreen->has_compressed_msaa_texturing); in r600_shader_from_nir()