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    Searched defs:vCoverageMask (Results 1 - 3 of 3) sorted by null

  /external/mesa3d/src/gallium/drivers/swr/rasterizer/core/
backend_sample.cpp 136 simdscalar vCoverageMask = _simd_vmask_ps(coverageMask);
137 simdscalar depthPassMask = vCoverageMask;
138 simdscalar stencilPassMask = vCoverageMask;
145 psContext.vZ, pDepthSample, vCoverageMask, pStencilSample, &stencilPassMask);
146 AR_EVENT(EarlyDepthStencilInfoSampleRate(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(stencilPassMask), _simd_movemask_ps(vCoverageMask)));
153 pDepthSample, depthPassMask, vCoverageMask, pStencilSample, stencilPassMask);
164 psContext.activeMask = _simd_castps_si(vCoverageMask);
168 UPDATE_STAT_BE(PsInvocations, _mm_popcnt_u32(_simd_movemask_ps(vCoverageMask)));
172 vCoverageMask = _simd_castsi_ps(psContext.activeMask);
179 psContext.vZ, pDepthSample, vCoverageMask, pStencilSample, &stencilPassMask)
    [all...]
backend_singlesample.cpp 120 simdscalar vCoverageMask = _simd_vmask_ps(coverageMask);
121 simdscalar depthPassMask = vCoverageMask;
122 simdscalar stencilPassMask = vCoverageMask;
129 psContext.vZ, pDepthBuffer, vCoverageMask, pStencilBuffer, &stencilPassMask);
130 AR_EVENT(EarlyDepthStencilInfoSingleSample(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(stencilPassMask), _simd_movemask_ps(vCoverageMask)));
137 pDepthBuffer, depthPassMask, vCoverageMask, pStencilBuffer, stencilPassMask);
147 psContext.activeMask = _simd_castps_si(vCoverageMask);
151 UPDATE_STAT_BE(PsInvocations, _mm_popcnt_u32(_simd_movemask_ps(vCoverageMask)));
155 vCoverageMask = _simd_castsi_ps(psContext.activeMask);
162 psContext.vZ, pDepthBuffer, vCoverageMask, pStencilBuffer, &stencilPassMask)
    [all...]
backend.cpp 280 simdscalar vCoverageMask = _simd_vmask_ps(coverageMask);
281 simdscalar stencilPassMask = vCoverageMask;
285 psContext.vZ, pDepthSample, vCoverageMask, pStencilSample, &stencilPassMask);
286 AR_EVENT(EarlyDepthStencilInfoNullPS(_simd_movemask_ps(depthPassMask), _simd_movemask_ps(stencilPassMask), _simd_movemask_ps(vCoverageMask)));
288 pDepthSample, depthPassMask, vCoverageMask, pStencilSample, stencilPassMask);

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