/external/mesa3d/src/mesa/main/ |
D | uniforms.c | 153 _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 …]
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D | api_validate.c | 102 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() [all …]
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D | state.c | 99 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 …]
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D | pipelineobj.c | 102 _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()
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D | shaderapi.c | 168 _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() [all …]
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D | texstate.c | 703 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()
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D | uniform_query.cpp | 760 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()
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D | ff_fragment_shader.cpp | 303 (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()
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/external/mesa3d/src/mesa/state_tracker/ |
D | st_atom_atomicbuf.c | 76 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()
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D | st_atom_storagebuf.c | 96 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()
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D | st_atom_image.c | 133 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()
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D | st_atom_constbuf.c | 282 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()
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D | st_atom_clip.c | 55 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) in update_clip()
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D | st_cb_compute.c | 44 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_dispatch_compute_common()
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D | st_glsl_to_nir.cpp | 270 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()
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
D | gen6_sol.c | 115 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()
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D | brw_link.cpp | 161 if (ctx->_Shader->Flags & GLSL_DUMP) { in process_glsl_ir() 266 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) { in brw_link_shader()
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D | brw_gs_surface_state.c | 76 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in brw_upload_gs_ubo_surfaces()
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D | brw_tes_surface_state.c | 76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in brw_upload_tes_ubo_surfaces()
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D | brw_tcs_surface_state.c | 76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in brw_upload_tcs_ubo_surfaces()
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D | brw_vs_surface_state.c | 144 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_upload_vs_ubo_surfaces()
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D | brw_ff_gs.c | 199 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in brw_ff_gs_populate_key()
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D | gen7_l3_state.c | 53 brw->ctx._Shader->CurrentProgram[stage_states[i]->stage]; in get_pipeline_state_l3_weights()
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/external/mesa3d/src/mesa/program/ |
D | arbprogparse.c | 183 if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0) in _mesa_parse_arb_vertex_program()
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/external/mesa3d/src/mesa/swrast/ |
D | s_fragprog.c | 184 if (ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) { in init_machine()
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