Searched refs:vs_state (Results 1 – 9 of 9) sorted by relevance
69 r300->vs_state.dirty = FALSE; in r300_flush_and_cleanup()
1389 r300_mark_atom_dirty(r300, &r300->vs_state); in r300_bind_rs_state()1955 r300->vs_state.state = NULL; in r300_bind_vs_state()1958 if (vs == r300->vs_state.state) { in r300_bind_vs_state()1961 r300->vs_state.state = vs; in r300_bind_vs_state()1968 r300_mark_atom_dirty(r300, &r300->vs_state); in r300_bind_vs_state()1969 r300->vs_state.size = vs->code.length + 9 + in r300_bind_vs_state()2047 (struct r300_vertex_shader*)r300->vs_state.state; in r300_set_constant_buffer()
57 struct r300_vertex_shader* vs = r300->vs_state.state; in r300_draw_emit_attrib()69 struct r300_vertex_shader* vs = r300->vs_state.state; in r300_draw_emit_all_attribs()306 struct r300_vertex_shader *vs = r300->vs_state.state; in r300_update_rs_block()
526 struct r300_atom vs_state; member
195 R300_INIT_ATOM(vs_state, 0); in r300_setup_atoms()
1162 ((struct r300_vertex_shader*)r300->vs_state.state)->externals_count; in r300_emit_vs_constants()1164 struct r300_vertex_shader *vs = (struct r300_vertex_shader*)r300->vs_state.state; in r300_emit_vs_constants()
68 util_blitter_save_vertex_shader(r300->blitter, r300->vs_state.state); in r300_blitter_begin()
241 ilo_shader_compile_gs_passthrough(const struct ilo_shader_state *vs_state,
1413 ilo_shader_compile_gs_passthrough(const struct ilo_shader_state *vs_state, in ilo_shader_compile_gs_passthrough() argument1425 state = *vs_state; in ilo_shader_compile_gs_passthrough()