Searched refs:vertices_per_prim (Results 1 – 6 of 6) sorted by relevance
438 unsigned vertices_per_prim = 0; in brw_compute_xfb_vertices_written() local442 vertices_per_prim = 1; in brw_compute_xfb_vertices_written()445 vertices_per_prim = 2; in brw_compute_xfb_vertices_written()448 vertices_per_prim = 3; in brw_compute_xfb_vertices_written()458 obj->vertices_written[i] = vertices_per_prim * obj->prims_generated[i]; in brw_compute_xfb_vertices_written()
405 unsigned vertices_per_prim; in _mesa_BeginTransformFeedback() local430 vertices_per_prim = 1; in _mesa_BeginTransformFeedback()433 vertices_per_prim = 2; in _mesa_BeginTransformFeedback()436 vertices_per_prim = 3; in _mesa_BeginTransformFeedback()477 obj->GlesRemainingPrims = max_vertices / vertices_per_prim; in _mesa_BeginTransformFeedback()
2439 vertices_per_prim(GLenum prim);
1847 vertices_per_prim(GLenum prim) in vertices_per_prim() function
750 unsigned num_vertices = vertices_per_prim(shader->info.Geom.InputType); in validate_geometry_shader_executable()2306 unsigned num_vertices = vertices_per_prim(linked->info.Geom.InputType); in link_intrastage_shaders()
4427 num_vertices = vertices_per_prim(state->in_qualifier->prim_type); in handle_geometry_shader_input_decl()8009 unsigned num_vertices = vertices_per_prim(this->prim_type); in hir()