Lines Matching refs:Const
84 find_assignment_visitor(const char *name)
92 ir_variable *const var = ir->lhs->variable_referenced();
121 ir_variable *const var = ir->return_deref->variable_referenced();
138 const char *name; /**< Find writes to a variable with this name. */
148 find_deref_visitor(const char *name)
164 bool variable_found() const
170 const char *name; /**< Find writes to a variable with this name. */
176 linker_error(gl_shader_program *prog, const char *fmt, ...)
190 linker_warning(gl_shader_program *prog, const char *fmt, ...)
207 ir_variable *const var = ((ir_instruction *) node)->as_variable();
228 count_attribute_slots(const glsl_type *t)
363 static const char *
364 mode_string(const ir_variable *var)
402 ir_variable *const var = ((ir_instruction *) node)->as_variable();
420 ir_variable *const existing = variables.get_variable(var->name);
636 const char *const producer_stage = "vertex";
637 const char *const consumer_stage = "fragment";
642 ir_variable *const var = ((ir_instruction *) node)->as_variable();
659 ir_variable *const input = ((ir_instruction *) node)->as_variable();
667 ir_variable *const output = parameters.get_variable(input->name);
757 ir_instruction *const inst = (ir_instruction *) node;
814 ir_variable *const existing =
915 ir_function *const f = sh->symbols->get_function("main");
946 const glsl_type *type =
1002 ir_function *const f = ((ir_instruction *) node)->as_function();
1008 ir_function *const other =
1073 ir_function_signature *const main_sig = get_main_function_signature(linked);
1163 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1232 const int max_bit_to_test = (8 * sizeof(used_mask)) - needed_count;
1279 gl_shader *const sh = prog->_LinkedShaders[target_index];
1299 const int generic_base = (target_index == MESA_SHADER_VERTEX)
1302 const enum ir_variable_mode direction =
1315 static int compare(const void *a, const void *b)
1317 const temp_attr *const l = (const temp_attr *) a;
1318 const temp_attr *const r = (const temp_attr *) b;
1328 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1369 const unsigned slots = count_attribute_slots(var->type);
1405 const unsigned attr = var->location - generic_base;
1406 const unsigned use_mask = (1 << slots) - 1;
1412 const char *const string = (target_index == MESA_SHADER_VERTEX)
1456 const unsigned use_mask = (1 << to_assign[i].slots) - 1;
1461 const char *const string = (target_index == MESA_SHADER_VERTEX)
1486 ir_variable *const var = ((ir_instruction *) node)->as_variable();
1510 const void *mem_ctx, const char *input);
1511 static bool is_same(const tfeedback_decl &x, const tfeedback_decl &y);
1517 const unsigned max_outputs) const;
1522 bool is_assigned() const
1527 bool is_next_buffer_separator() const
1532 bool is_varying() const
1540 bool matches_var(ir_variable *var) const
1552 unsigned num_components() const
1565 const char *orig_name;
1570 const char *var_name;
1635 const void *mem_ctx, const char *input)
1669 const char *bracket = strrchr(input, '[');
1701 tfeedback_decl::is_same(const tfeedback_decl &x, const tfeedback_decl &y)
1731 const unsigned matrix_cols =
1788 ctx->Const.MaxTransformFeedbackSeparateComponents) {
1839 unsigned buffer, const unsigned max_outputs) const
1858 ctx->Const.MaxTransformFeedbackInterleavedComponents) {
1912 const void *mem_ctx, unsigned num_names,
1988 const unsigned slots = output_var->type->length
1994 const unsigned slots = output_var->type->matrix_columns;
2004 * limit in ctx->Const.MaxVarying?
2009 is_varying_var(GLenum shaderType, const ir_variable *var)
2075 ir_variable *const output_var = ((ir_instruction *) node)->as_variable();
2111 ir_variable *const var = ((ir_instruction *) node)->as_variable();
2149 if (varying_vectors > ctx->Const.MaxVarying) {
2150 if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
2155 varying_vectors, ctx->Const.MaxVarying);
2159 varying_vectors, ctx->Const.MaxVarying);
2164 const unsigned float_components = varying_vectors * 4;
2165 if (float_components > ctx->Const.MaxVarying * 4) {
2166 if (ctx->Const.GLSLSkipStrictMaxVaryingLimitCheck) {
2171 float_components, ctx->Const.MaxVarying * 4);
2175 float_components, ctx->Const.MaxVarying * 4);
2275 ir_variable *const var = ((ir_instruction *) node)->as_variable();
2312 static const char *const shader_names[MESA_SHADER_TYPES] = {
2316 const unsigned max_samplers[MESA_SHADER_TYPES] = {
2317 ctx->Const.MaxVertexTextureImageUnits,
2318 ctx->Const.MaxTextureImageUnits,
2319 ctx->Const.MaxGeometryTextureImageUnits
2322 const unsigned max_uniform_components[MESA_SHADER_TYPES] = {
2323 ctx->Const.VertexProgram.MaxUniformComponents,
2324 ctx->Const.FragmentProgram.MaxUniformComponents,
2328 const unsigned max_uniform_blocks[MESA_SHADER_TYPES] = {
2329 ctx->Const.VertexProgram.MaxUniformBlocks,
2330 ctx->Const.FragmentProgram.MaxUniformBlocks,
2331 ctx->Const.GeometryProgram.MaxUniformBlocks,
2346 if (ctx->Const.GLSLSkipStrictMaxUniformLimitCheck) {
2369 if (total_uniform_blocks > ctx->Const.MaxCombinedUniformBlocks) {
2372 ctx->Const.MaxCombinedUniformBlocks);
2470 gl_shader *const sh =
2485 gl_shader *const sh =
2573 if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
2643 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_GEOMETRY];
2657 gl_shader *const sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];