Searched refs:in_qualifier (Results 1 – 5 of 5) sorted by relevance
/external/mesa3d/src/compiler/glsl/ |
D | ast_type.cpp | 605 r &= validate_prim_type(loc, state, *state->in_qualifier, *this); in validate_in_qualifier() 606 r &= validate_vertex_spacing(loc, state, *state->in_qualifier, *this); in validate_in_qualifier() 607 r &= validate_ordering(loc, state, *state->in_qualifier, *this); in validate_in_qualifier() 608 r &= validate_point_mode(*state->in_qualifier, *this); in validate_in_qualifier() 625 && this->flags.q.prim_type && !state->in_qualifier->flags.q.prim_type) { in merge_into_in_qualifier() 629 r = state->in_qualifier->merge_qualifier(loc, state, *this, false); in merge_into_in_qualifier() 631 if (state->in_qualifier->flags.q.early_fragment_tests) { in merge_into_in_qualifier() 633 state->in_qualifier->flags.q.early_fragment_tests = false; in merge_into_in_qualifier() 636 if (state->in_qualifier->flags.q.inner_coverage) { in merge_into_in_qualifier() 638 state->in_qualifier->flags.q.inner_coverage = false; in merge_into_in_qualifier() [all …]
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D | glsl_parser_extras.cpp | 293 this->in_qualifier = new(this) ast_type_qualifier(); in _mesa_glsl_parse_state() 1678 assert(!state->in_qualifier->flags.i); in set_shader_inout_layout() 1681 assert(!state->in_qualifier->flags.i); in set_shader_inout_layout() 1732 if (state->in_qualifier->flags.q.prim_type) in set_shader_inout_layout() 1733 shader->info.TessEval.PrimitiveMode = state->in_qualifier->prim_type; in set_shader_inout_layout() 1736 if (state->in_qualifier->flags.q.vertex_spacing) in set_shader_inout_layout() 1737 shader->info.TessEval.Spacing = state->in_qualifier->vertex_spacing; in set_shader_inout_layout() 1740 if (state->in_qualifier->flags.q.ordering) in set_shader_inout_layout() 1741 shader->info.TessEval.VertexOrder = state->in_qualifier->ordering; in set_shader_inout_layout() 1744 if (state->in_qualifier->flags.q.point_mode) in set_shader_inout_layout() [all …]
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D | glsl_parser_extras.h | 392 struct ast_type_qualifier *in_qualifier; member
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D | ast_to_hir.cpp | 4427 num_vertices = vertices_per_prim(state->in_qualifier->prim_type); in handle_geometry_shader_input_decl() 8003 || state->in_qualifier->prim_type == this->prim_type); in hir()
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D | glsl_parser.yy | 3000 if (!state->in_qualifier->push_to_global(& @1, state)) {
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