Searched refs:vertex_shader (Results 1 – 20 of 20) sorted by relevance
76 unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs; in fse_prepare()146 fse->active = draw_vs_lookup_variant( draw->vs.vertex_shader, in fse_prepare()175 struct draw_vertex_shader *vs = draw->vs.vertex_shader; in fse_prepare()
58 emit->has_so = (draw->vs.vertex_shader->state.stream_output.num_outputs > 0); in draw_pt_so_emit_prepare()91 &draw->vs.vertex_shader->state.stream_output; in so_emit_prim()
159 draw->vs.vertex_shader = dvs; in draw_bind_vertex_shader()169 draw->vs.vertex_shader = NULL; in draw_bind_vertex_shader()
384 llvm_vertex_shader(llvm->draw->vs.vertex_shader); in draw_llvm_create_variant()438 const struct tgsi_token *tokens = llvm->draw->vs.vertex_shader->state.tokens; in generate_vs()459 &llvm->draw->vs.vertex_shader->info); in generate_vs()465 struct tgsi_shader_info* info = &llvm->draw->vs.vertex_shader->info; in generate_vs()874 int num_written_clipdistance = llvm->draw->vs.vertex_shader->info.num_written_clipdistance; in generate_clipmask()1078 const struct tgsi_shader_info *vs_info = &draw->vs.vertex_shader->info; in draw_llvm_generate()1342 key->nr_samplers = llvm->draw->vs.vertex_shader->info.file_max[TGSI_FILE_SAMPLER] + 1; in draw_llvm_make_variant_key()
61 struct draw_vertex_shader *vs = draw->vs.vertex_shader; in fetch_pipeline_prepare()206 struct draw_vertex_shader *vshader = draw->vs.vertex_shader; in fetch_pipeline_generic()
99 … int num_written_clipdistance = pvs->draw->vs.vertex_shader->info.num_written_clipdistance; in TAG()
106 const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader; in twoside_first_tri()
238 struct draw_vertex_shader *vertex_shader; member
241 const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader; in emit_poly()574 const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader; in clip_init_state()
264 const struct draw_vertex_shader *vs = draw->vs.vertex_shader; in widepoint_first_point()
186 const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader; in flatshade_init_state()
69 llvm_vertex_shader(draw->vs.vertex_shader); in llvm_middle_end_prepare()
471 tgsi_dump(draw->vs.vertex_shader->state.tokens, 0); in draw_vbo()
510 return &draw->vs.vertex_shader->info; in draw_get_shader_info()
108 void *vertex_shader, *vertex_shader_saved; member591 if (ctx->vertex_shader != handle) { in cso_set_vertex_shader_handle()592 ctx->vertex_shader = handle; in cso_set_vertex_shader_handle()600 if (handle == ctx->vertex_shader) { in cso_delete_vertex_shader()603 ctx->vertex_shader = NULL; in cso_delete_vertex_shader()611 ctx->vertex_shader_saved = ctx->vertex_shader; in cso_save_vertex_shader()616 if (ctx->vertex_shader_saved != ctx->vertex_shader) { in cso_restore_vertex_shader()618 ctx->vertex_shader = ctx->vertex_shader_saved; in cso_restore_vertex_shader()
251 AutoGLShader vertex_shader = CompileAndCheckShader( in GenerateProgram() local253 if (!vertex_shader.get()) in GenerateProgram()270 glAttachShader(program.get(), vertex_shader.get()); in GenerateProgram()275 glDetachShader(program.get(), vertex_shader.get()); in GenerateProgram()
657 vertex_shader); in generate_100ES_vs_variables()696 vertex_shader); in generate_110_vs_variables()783 vertex_shader); in initialize_vs_variables()893 if (target != vertex_shader) in generate_ARB_draw_instanced_variables()1052 case vertex_shader: in _mesa_glsl_initialize_variables()
1942 if (qual->flags.q.attribute && state->target != vertex_shader) { in apply_type_qualifier_to_variable()1980 || (qual->flags.q.varying && (state->target == vertex_shader))) in apply_type_qualifier_to_variable()1987 case vertex_shader: in apply_type_qualifier_to_variable()2012 !(state->target == vertex_shader && var->mode == ir_var_out) && in apply_type_qualifier_to_variable()2045 case vertex_shader: in apply_type_qualifier_to_variable()2083 var->location = (state->target == vertex_shader) in apply_type_qualifier_to_variable()2373 (state->target == vertex_shader) in process_initializer()2507 } else if ((state->target == vertex_shader) in hir()2636 if ((state->target == vertex_shader) && !(var->mode == ir_var_out || in hir()2685 if (state->target == vertex_shader) { in hir()[all …]
38 vertex_shader, enumerator
45 case GL_VERTEX_SHADER: this->target = vertex_shader; break; in _mesa_glsl_parse_state()120 case vertex_shader: return "vertex"; in _mesa_glsl_shader_target_name()308 case vertex_shader: in compatible_with_state()