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Searched refs:vc4_context (Results 1 – 18 of 18) sorted by relevance

/external/mesa3d/src/gallium/drivers/vc4/
Dvc4_state.c54 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_blend_color()
65 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_stencil_ref()
74 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_clip_state()
82 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_sample_mask()
285 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_polygon_stipple()
296 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_scissor_states()
308 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_viewport_states()
318 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_vertex_buffers()
331 struct vc4_context *vc4 = vc4_context(pctx); in vc4_blend_state_bind()
339 struct vc4_context *vc4 = vc4_context(pctx); in vc4_rasterizer_state_bind()
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Dvc4_context.h304 struct vc4_context { struct
437 static inline struct vc4_context *
438 vc4_context(struct pipe_context *pcontext) in vc4_context() function
440 return (struct vc4_context *)pcontext; in vc4_context()
483 void vc4_write_uniforms(struct vc4_context *vc4,
489 int vc4_job_init(struct vc4_context *vc4);
490 int vc4_fence_context_init(struct vc4_context *vc4);
491 struct vc4_job *vc4_get_job(struct vc4_context *vc4,
494 struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4);
496 void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
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Dvc4_context.c43 struct vc4_context *vc4 = vc4_context(pctx); in vc4_flush()
55 struct vc4_context *vc4 = vc4_context(pctx); in vc4_pipe_flush()
91 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_debug_callback()
102 struct vc4_context *vc4 = vc4_context(pctx); in vc4_invalidate_resource()
120 struct vc4_context *vc4 = vc4_context(pctx); in vc4_context_destroy()
161 struct vc4_context *vc4; in vc4_context_create()
168 vc4 = rzalloc(NULL, struct vc4_context); in vc4_context_create()
Dvc4_query.c169 struct vc4_context *ctx = vc4_context(pctx); in vc4_destroy_query()
191 struct vc4_context *ctx = vc4_context(pctx); in vc4_begin_query()
233 struct vc4_context *ctx = vc4_context(pctx); in vc4_end_query()
253 struct vc4_context *ctx = vc4_context(pctx); in vc4_get_query_result()
Dvc4_fence.c110 struct vc4_context *vc4 = vc4_context(pctx); in vc4_fence_create_fd()
122 struct vc4_context *vc4 = vc4_context(pctx); in vc4_fence_server_sync()
138 vc4_fence_context_init(struct vc4_context *vc4) in vc4_fence_context_init()
Dvc4_draw.c76 vc4_start_draw(struct vc4_context *vc4) in vc4_start_draw()
117 struct vc4_context *vc4 = vc4_context(pctx); in vc4_predraw_check_textures()
133 vc4_emit_gl_shader_state(struct vc4_context *vc4, in vc4_emit_gl_shader_state()
278 struct vc4_context *vc4 = vc4_context(pctx); in vc4_hw_2116_workaround()
291 struct vc4_context *vc4 = vc4_context(pctx); in vc4_draw_vbo()
523 struct vc4_context *vc4 = vc4_context(pctx); in vc4_clear()
Dvc4_blit.c54 struct vc4_context *vc4 = vc4_context(pctx); in vc4_tile_blit()
166 vc4_blitter_save(struct vc4_context *vc4) in vc4_blitter_save()
191 struct vc4_context *vc4 = vc4_context(pctx); in vc4_get_yuv_vs()
228 struct vc4_context *vc4 = vc4_context(pctx); in vc4_get_yuv_fs()
324 struct vc4_context *vc4 = vc4_context(pctx); in vc4_yuv_blit()
420 struct vc4_context *vc4 = vc4_context(ctx); in vc4_render_blit()
Dvc4_job.c35 vc4_job_free(struct vc4_context *vc4, struct vc4_job *job) in vc4_job_free()
75 vc4_job_create(struct vc4_context *vc4) in vc4_job_create()
99 vc4_flush_jobs_writing_resource(struct vc4_context *vc4, in vc4_flush_jobs_writing_resource()
111 vc4_flush_jobs_reading_resource(struct vc4_context *vc4, in vc4_flush_jobs_reading_resource()
167 vc4_get_job(struct vc4_context *vc4, in vc4_get_job()
226 vc4_get_job_for_fbo(struct vc4_context *vc4) in vc4_get_job_for_fbo()
370 vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job) in vc4_job_submit()
539 vc4_job_init(struct vc4_context *vc4) in vc4_job_init()
DMakefile.sources15 vc4_context.c \
16 vc4_context.h \
Dvc4_emit.c29 struct vc4_context *vc4 = vc4_context(pctx); in vc4_emit_state()
Dvc4_resource.c76 struct vc4_context *vc4 = vc4_context(pctx); in vc4_resource_transfer_unmap()
105 struct vc4_context *vc4 = vc4_context(pctx); in vc4_resource_transfer_map()
1003 struct vc4_context *vc4 = vc4_context(pctx); in vc4_update_shadow_baselevel_texture()
1074 struct vc4_context *vc4 = vc4_context(pctx); in vc4_get_shadow_index_buffer()
Dmeson.build35 'vc4_context.c',
36 'vc4_context.h',
Dvc4_program.c2219 vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage, in vc4_shader_ntq()
2436 struct vc4_context *vc4 = vc4_context(pctx); in vc4_shader_state_create()
2515 vc4_setup_compiled_fs_inputs(struct vc4_context *vc4, struct vc4_compile *c, in vc4_setup_compiled_fs_inputs()
2580 vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage, in vc4_get_compiled_shader()
2662 vc4_setup_shared_key(struct vc4_context *vc4, struct vc4_key *key, in vc4_setup_shared_key()
2697 vc4_update_compiled_fs(struct vc4_context *vc4, uint8_t prim_mode) in vc4_update_compiled_fs()
2775 vc4_update_compiled_vs(struct vc4_context *vc4, uint8_t prim_mode) in vc4_update_compiled_vs()
2821 vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode) in vc4_update_compiled_shaders()
2901 struct vc4_context *vc4 = vc4_context(pctx); in vc4_shader_state_delete()
2920 struct vc4_context *vc4 = vc4_context(pctx); in vc4_fp_state_bind()
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Dvc4_bufmgr.h32 struct vc4_context;
Dvc4_register_allocate.c109 vc4_alloc_reg_set(struct vc4_context *vc4) in vc4_alloc_reg_set()
254 vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c) in vc4_register_allocate()
Dvc4_uniforms.c191 vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader, in vc4_write_uniforms()
Dvc4_qpu_emit.c589 vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c) in vc4_generate_code()
Dvc4_qir.h390 struct vc4_context *vc4;