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Lines Matching refs:_LinkedShaders

580    return cross_validate_globals(prog, prog->_LinkedShaders,
593 if (prog->_LinkedShaders[i])
594 max_num_uniform_blocks += prog->_LinkedShaders[i]->NumUniformBlocks;
598 struct gl_shader *sh = prog->_LinkedShaders[i];
1159 if (prog->_LinkedShaders[i] == NULL)
1162 foreach_list(node, prog->_LinkedShaders[i]->ir) {
1180 if (prog->_LinkedShaders[j] == NULL)
1183 foreach_list(node2, prog->_LinkedShaders[j]->ir) {
1279 gl_shader *const sh = prog->_LinkedShaders[target_index];
2261 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
2265 struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
2335 struct gl_shader *sh = prog->_LinkedShaders[i];
2461 if (prog->_LinkedShaders[i] != NULL)
2462 ctx->Driver.DeleteShader(ctx, prog->_LinkedShaders[i]);
2464 prog->_LinkedShaders[i] = NULL;
2480 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
2495 _mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_FRAGMENT],
2507 if (prog->_LinkedShaders[prev] != NULL)
2515 if (prog->_LinkedShaders[i] == NULL)
2519 prog->_LinkedShaders[prev],
2520 prog->_LinkedShaders[i]))
2534 struct gl_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
2548 if (prog->_LinkedShaders[i] == NULL)
2551 detect_recursion_linked(prog, prog->_LinkedShaders[i]->ir);
2556 _LinkedShaders[i]->ir);
2560 while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false, max_unroll))
2579 if (prog->_LinkedShaders[prev] != NULL)
2606 if (prog->_LinkedShaders[i] == NULL)
2610 ctx, prog, prog->_LinkedShaders[prev], prog->_LinkedShaders[i],
2623 ctx, prog, prog->_LinkedShaders[prev], NULL, num_tfeedback_decls,
2631 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] != NULL) {
2632 demote_shader_inputs_and_outputs(prog->_LinkedShaders[MESA_SHADER_VERTEX],
2638 while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_VERTEX]->ir, false))
2642 if (prog->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
2643 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
2652 while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->ir, false))
2656 if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] != NULL) {
2657 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
2665 while (do_dead_code(prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir, false))
2682 if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
2684 } else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {
2695 if (prog->_LinkedShaders[i] == NULL)
2699 reparent_ir(prog->_LinkedShaders[i]->ir, prog->_LinkedShaders[i]->ir);
2706 delete prog->_LinkedShaders[i]->symbols;
2707 prog->_LinkedShaders[i]->symbols = NULL;