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Lines Matching full:bool

41    bool writes_pointsize;
42 bool writes_layer;
43 bool writes_layer_per_primitive;
44 bool writes_viewport_index;
45 bool writes_viewport_index_per_primitive;
46 bool writes_primitive_shading_rate;
47 bool writes_primitive_shading_rate_per_primitive;
48 bool export_prim_id;
49 bool export_prim_id_per_primitive;
79 bool max_vert_out_per_gs_instance;
84 bool can_inline_all_push_constants;
85 bool loads_push_constants;
86 bool loads_dynamic_offsets;
88 bool uses_view_index;
89 bool uses_invocation_id;
90 bool uses_prim_id;
94 bool is_ngg;
95 bool is_ngg_passthrough;
96 bool has_ngg_culling;
97 bool has_ngg_early_prim_export;
98 bool has_prim_query;
99 bool has_xfb_query;
104 bool force_vrs_per_vertex;
109 bool inputs_linked;
110 bool outputs_linked;
111 bool merged_shader_compiled_separately; /* GFX9+ */
112 bool force_indirect_desc_sets;
117 bool needs_draw_id;
118 bool needs_instance_id;
119 bool as_es;
120 bool as_ls;
121 bool tcs_in_out_eq;
125 bool needs_base_instance;
126 bool use_per_attribute_vb_descs;
129 bool has_prolog;
130 bool dynamic_inputs;
131 bool dynamic_num_verts_per_prim;
148 bool has_pipeline_stat_query;
152 bool as_es;
155 bool ccw;
156 bool point_mode;
157 bool reads_tess_factors;
165 bool uses_sample_shading;
166 bool needs_sample_positions;
167 bool needs_poly_line_smooth;
168 bool writes_memory;
169 bool writes_z;
170 bool writes_stencil;
171 bool writes_sample_mask;
172 bool writes_mrt0_alpha;
173 bool exports_mrtz_via_epilog;
174 bool has_pcoord;
175 bool prim_id_input;
176 bool viewport_index_input;
186 bool can_discard;
187 bool early_fragment_test;
188 bool post_depth_coverage;
189 bool reads_sample_mask_in;
190 bool reads_front_face;
191 bool reads_sample_id;
192 bool reads_frag_shading_rate;
193 bool reads_barycentric_model;
194 bool reads_persp_sample;
195 bool reads_persp_center;
196 bool reads_persp_centroid;
197 bool reads_linear_sample;
198 bool reads_linear_center;
199 bool reads_linear_centroid;
200 bool reads_fully_covered;
201 bool reads_pixel_coord;
202 bool reads_layer;
206 bool allow_flat_shading;
207 bool pops; /* Uses Primitive Ordered Pixel Shading (fragment shader interlock) */
208 bool pops_is_per_sample;
209 bool mrt0_is_dual_src;
216 bool load_provoking_vtx;
217 bool load_rasterization_prim;
218 bool force_sample_iter_shading_rate;
219 bool uses_fbfetch_output;
220 bool has_epilog;
223 bool uses_grid_size;
224 bool uses_block_id[3];
225 bool uses_thread_id[3];
226 bool uses_local_invocation_idx;
229 bool uses_rt;
230 bool uses_full_subgroups;
231 bool linear_taskmesh_dispatch;
232 bool has_query; /* Task shader only */
234 bool regalloc_hang_bug;
248 bool tes_reads_tess_factors : 1;
253 bool needs_ms_scratch_ring;
254 bool has_task; /* If mesh shader is used together with a task shader. */
255 bool has_query;
332 const enum radv_pipeline_type pipeline_type, bool consider_force_vrs,