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Searched refs:_Shader (Results 1 – 25 of 36) sorted by relevance

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/external/mesa3d/src/mesa/main/
Duniforms.c153 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_FLOAT, 1); in _mesa_Uniform1f()
163 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 2); in _mesa_Uniform2f()
174 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 3); in _mesa_Uniform3f()
187 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 4); in _mesa_Uniform4f()
194 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_INT, 1); in _mesa_Uniform1i()
204 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 2); in _mesa_Uniform2i()
215 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 3); in _mesa_Uniform3i()
227 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 4); in _mesa_Uniform4i()
234 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 1); in _mesa_Uniform1fv()
241 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 2); in _mesa_Uniform2fv()
[all …]
Dapi_validate.c102 const struct gl_program *prog = ctx->_Shader->_CurrentFragmentProgram; in check_blend_func_error()
136 if (!ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] in _mesa_valid_to_render()
143 if (!ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) { in _mesa_valid_to_render()
162 if (ctx->_Shader->Name && !ctx->_Shader->Validated) { in _mesa_valid_to_render()
163 if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader)) { in _mesa_valid_to_render()
173 if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) { in _mesa_valid_to_render()
175 if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram, in _mesa_valid_to_render()
193 if (ctx->_Shader->Flags & GLSL_LOG) { in _mesa_valid_to_render()
194 struct gl_shader_program **shProg = ctx->_Shader->CurrentProgram; in _mesa_valid_to_render()
401 if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) { in _mesa_valid_prim_mode()
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Dstate.c99 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in update_program()
101 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in update_program()
103 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in update_program()
105 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in update_program()
107 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in update_program()
109 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in update_program()
138 _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram, in update_program()
147 _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram, in update_program()
157 _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram, in update_program()
168 _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram, in update_program()
[all …]
Dpipelineobj.c102 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default); in _mesa_init_pipeline()
124 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL); in _mesa_free_pipeline_data()
277 if (ctx->_Shader == pipe) { in _mesa_UseProgramStages()
402 if (ctx->_Shader->Name == pipeline) in _mesa_BindProgramPipeline()
457 if (&ctx->Shader != ctx->_Shader) { in _mesa_bind_pipeline()
462 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, pipe); in _mesa_bind_pipeline()
465 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, in _mesa_bind_pipeline()
472 _mesa_shader_program_init_subroutine_defaults(ctx, ctx->_Shader->CurrentProgram[i]); in _mesa_bind_pipeline()
Dshaderapi.c168 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL); in _mesa_free_shader_state()
509 if (ctx->_Shader->ActiveProgram) in get_handle()
510 return ctx->_Shader->ActiveProgram->Name; in get_handle()
1029 if (ctx->_Shader->Flags & GLSL_DUMP) { in _mesa_compile_shader()
1040 if (ctx->_Shader->Flags & GLSL_LOG) { in _mesa_compile_shader()
1044 if (ctx->_Shader->Flags & GLSL_DUMP) { in _mesa_compile_shader()
1065 if (ctx->_Shader->Flags & GLSL_DUMP_ON_ERROR) { in _mesa_compile_shader()
1072 if (ctx->_Shader->Flags & GLSL_REPORT_ERRORS) { in _mesa_compile_shader()
1133 (ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) { in _mesa_link_program()
1229 if (shTarget == ctx->_Shader) { in use_shader_program()
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Dtexstate.c703 if (ctx->_Shader->CurrentProgram[i] && in update_texture_state()
704 ctx->_Shader->CurrentProgram[i]->data->LinkStatus) { in update_texture_state()
705 prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program; in update_texture_state()
Duniform_query.cpp760 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) { in _mesa_uniform()
798 ctx->_Shader->Validated = GL_FALSE; in _mesa_uniform()
987 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) { in _mesa_uniform_matrix()
Dff_fragment_shader.cpp303 (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && in get_fp_input_mask()
304 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->data->LinkStatus && in get_fp_input_mask()
305 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]); in get_fp_input_mask()
369 …vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]->Prog… in get_fp_input_mask()
/external/mesa3d/src/mesa/state_tracker/
Dst_atom_atomicbuf.c76 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in bind_vs_atomics()
89 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in bind_fs_atomics()
102 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in bind_gs_atomics()
115 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in bind_tcs_atomics()
128 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in bind_tes_atomics()
141 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in bind_cs_atomics()
Dst_atom_storagebuf.c96 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in bind_vs_ssbos()
112 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in bind_fs_ssbos()
128 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in bind_gs_ssbos()
144 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in bind_tcs_ssbos()
160 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in bind_tes_ssbos()
176 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in bind_cs_ssbos()
Dst_atom_image.c133 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in bind_vs_images()
148 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in bind_fs_images()
163 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in bind_gs_images()
178 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in bind_tcs_images()
193 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in bind_tes_images()
208 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in bind_cs_images()
Dst_atom_constbuf.c282 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in bind_vs_ubos()
297 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in bind_fs_ubos()
312 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in bind_gs_ubos()
327 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in bind_tcs_ubos()
342 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in bind_tes_ubos()
357 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in bind_cs_ubos()
Dst_atom_clip.c55 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) in update_clip()
Dst_cb_compute.c44 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_dispatch_compute_common()
Dst_glsl_to_nir.cpp270 if (st->ctx->_Shader->Flags & GLSL_DUMP) { in st_glsl_to_nir()
406 if (ctx->_Shader->Flags & GLSL_DUMP) { in st_nir_get_mesa_program()
/external/mesa3d/src/mesa/drivers/dri/i965/
Dgen6_sol.c115 shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_gs_upload_binding_table()
143 shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in brw_gs_upload_binding_table()
235 if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) { in brw_begin_transform_feedback()
238 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in brw_begin_transform_feedback()
242 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_begin_transform_feedback()
Dbrw_link.cpp161 if (ctx->_Shader->Flags & GLSL_DUMP) { in process_glsl_ir()
266 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) { in brw_link_shader()
Dbrw_gs_surface_state.c76 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in brw_upload_gs_ubo_surfaces()
Dbrw_tes_surface_state.c76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in brw_upload_tes_ubo_surfaces()
Dbrw_tcs_surface_state.c76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in brw_upload_tcs_ubo_surfaces()
Dbrw_vs_surface_state.c144 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_upload_vs_ubo_surfaces()
Dbrw_ff_gs.c199 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_ff_gs_populate_key()
Dgen7_l3_state.c53 brw->ctx._Shader->CurrentProgram[stage_states[i]->stage]; in get_pipeline_state_l3_weights()
/external/mesa3d/src/mesa/program/
Darbprogparse.c183 if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0) in _mesa_parse_arb_vertex_program()
/external/mesa3d/src/mesa/swrast/
Ds_fragprog.c184 if (ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) { in init_machine()

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