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Searched refs:pipeline_nir (Results 1 – 4 of 4) sorted by relevance

/external/mesa3d/src/gallium/frontends/lavapipe/
Dlvp_pipeline.c48 if (!shader->pipeline_nir) in shader_destroy()
50 gl_shader_stage stage = shader->pipeline_nir->nir->info.stage; in shader_destroy()
80 lvp_pipeline_nir_ref(&shader->pipeline_nir, NULL); in shader_destroy()
285 struct lvp_pipeline_nir *pipeline_nir = ralloc(NULL, struct lvp_pipeline_nir); in lvp_create_pipeline_nir() local
286 pipeline_nir->nir = nir; in lvp_create_pipeline_nir()
287 pipeline_nir->ref_cnt = 1; in lvp_create_pipeline_nir()
288 return pipeline_nir; in lvp_create_pipeline_nir()
492 shader->pipeline_nir = lvp_create_pipeline_nir(nir); in lvp_shader_init()
555 nir_xfb_info *xfb_info = shader->pipeline_nir->nir->xfb_info; in lvp_shader_xfb_init()
560 nir_foreach_shader_out_variable(var, shader->pipeline_nir->nir) { in lvp_shader_xfb_init()
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Dlvp_execute.c310 nir_shader *base_nir = shader->pipeline_nir->nir; in update_inline_shader_state()
343 …lvp_shader_compile(state->device, shader, nir_shader_clone(NULL, shader->pipeline_nir->nir), true); in update_inline_shader_state()
610 state->dispatch_info.block[0] = shader->pipeline_nir->nir->info.workgroup_size[0]; in handle_compute_shader()
611 state->dispatch_info.block[1] = shader->pipeline_nir->nir->info.workgroup_size[1]; in handle_compute_shader()
612 state->dispatch_info.block[2] = shader->pipeline_nir->nir->info.workgroup_size[2]; in handle_compute_shader()
640 state->trace_rays_info.block[0] = shader->pipeline_nir->nir->info.workgroup_size[0]; in handle_ray_tracing_pipeline()
641 state->trace_rays_info.block[1] = shader->pipeline_nir->nir->info.workgroup_size[1]; in handle_ray_tracing_pipeline()
642 state->trace_rays_info.block[2] = shader->pipeline_nir->nir->info.workgroup_size[2]; in handle_ray_tracing_pipeline()
713 …state->gs_output_lines = state->shaders[MESA_SHADER_GEOMETRY]->pipeline_nir->nir->info.gs.output_p… in handle_graphics_stages()
3909 state->force_min_sample = shader->pipeline_nir->nir->info.fs.uses_sample_shading; in handle_shaders()
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Dlvp_private.h447 struct lvp_pipeline_nir *pipeline_nir; member
Dlvp_ray_tracing_pipeline.c1112 …shader_compile(pipeline->device, shader, nir_shader_clone(NULL, shader->pipeline_nir->nir), false); in lvp_compile_ray_tracing_pipeline()