Searched refs:reset_status (Results 1 – 14 of 14) sorted by relevance
2 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.reads.un…3 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.reads.un…4 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.reads.un…5 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.reads.un…6 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.reads.sh…7 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.reads.sh…8 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.reads.sh…9 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.reads.sh…10 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.reads.lo…11 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds_non_robust.reset_status.reads.lo…[all …]
174 if (st->reset_status != PIPE_NO_RESET) { in st_get_graphics_reset_status()175 status = st->reset_status; in st_get_graphics_reset_status()176 st->reset_status = PIPE_NO_RESET; in st_get_graphics_reset_status()192 st->reset_status = status; in st_device_reset_callback()
257 enum pipe_reset_status reset_status; member
32 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.vertex33 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.fragment34 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.vertex_and_fragment35 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.compute
3669 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.vertex3670 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.fragment3671 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.vertex_and_fragment3672 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.compute3689 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3690 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3691 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3692 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3693 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3694 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…[all …]
3590 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3591 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3592 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3593 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3594 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3595 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3596 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3597 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3598 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.local_array.v…3599 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.local_array.f…[all …]
3602 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.vertex3603 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.fragment3604 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.vertex_and_fragment3605 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.compute3622 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3623 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3624 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3625 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3626 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3627 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…[all …]
3602 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3603 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3604 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3605 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3606 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3607 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3608 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3609 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3610 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.local_array.v…3611 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.local_array.f…[all …]
178 uint32_t reset_status; member
3601 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.vertex3602 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.fragment3603 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.vertex_and_fragment3604 dEQP-EGL.functional.robustness.reset_context.shaders.infinite_loop.reset_status.compute3621 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3622 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3623 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3624 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.uniform_block…3625 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…3626 dEQP-EGL.functional.robustness.reset_context.shaders.out_of_bounds.reset_status.reads.shader_storag…[all …]
203 __u32 reset_status; member
2161 int reset_status = -1; in iterate() local2164 while ((reset_status = gl.getGraphicsResetStatus() != GL_NO_ERROR) && timeout > 0) in iterate()2170 if (reset_status != GL_NO_ERROR) in iterate()2173 …lGetGraphicsResetStatus() returned wrong value [" << glu::getErrorStr(reset_status) << ", expected… in iterate()
156 *state = args.out.state.reset_status; in amdgpu_cs_query_reset_state()