Searched refs:readViewportArrayIndex (Results 1 – 4 of 4) sorted by relevance
1073 if (state.backendState.readViewportArrayIndex || in GeometryShaderStage()1079 if (state.backendState.readViewportArrayIndex) in GeometryShaderStage()1119 if (state.backendState.readViewportArrayIndex || in GeometryShaderStage()1125 if (state.backendState.readViewportArrayIndex) in GeometryShaderStage()1557 if (state.backendState.readViewportArrayIndex || in TessellationStages()1563 if (state.backendState.readViewportArrayIndex) in TessellationStages()1599 if (state.backendState.readViewportArrayIndex || in TessellationStages()1605 if (state.backendState.readViewportArrayIndex) in TessellationStages()2082 if (state.backendState.readViewportArrayIndex || in ProcessDraw()2088 if (state.backendState.readViewportArrayIndex) in ProcessDraw()[all …]
1125 bool readViewportArrayIndex; // Read viewport array index from last FE stage during binning member
734 uint32_t numGbs = pState->backendState.readViewportArrayIndex ? KNOB_NUM_VIEWPORTS_SCISSORS : 1; in updateGuardbands()781 pState->backendState.readViewportArrayIndex ? KNOB_NUM_VIEWPORTS_SCISSORS : 1; in SetupMacroTileScissors()
2063 backendState.readViewportArrayIndex = pLastFE->writes_viewport_index; in swr_update_derived()