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Lines Matching full:num_shaders

1605                                   unsigned num_shaders)
1611 for (unsigned i = 0; i < num_shaders; i++) {
1670 unsigned num_shaders)
1687 for (unsigned i = 0; i < num_shaders; i++) {
1727 unsigned num_shaders)
1751 for (unsigned i = 0; i < num_shaders; i++) {
1833 unsigned num_shaders)
1845 for (unsigned i = 0; i < num_shaders; i++) {
1916 unsigned num_shaders)
1940 for (unsigned i = 0; i < num_shaders; i++) {
2028 unsigned num_shaders)
2051 for (unsigned sh = 0; sh < num_shaders; sh++) {
2116 unsigned num_shaders,
2127 for (unsigned i = 0; i < num_shaders; i++) {
2139 num_shaders);
2146 for (unsigned i = 0; i < (num_shaders - 1); i++) {
2153 for (unsigned j = i + 1; j < num_shaders; j++) {
2188 for (unsigned i = 0; i < num_shaders; i++) {
2226 link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
2227 link_tcs_out_layout_qualifiers(prog, linked, shader_list, num_shaders);
2228 link_tes_in_layout_qualifiers(prog, linked, shader_list, num_shaders);
2229 link_gs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
2230 link_cs_input_layout_qualifiers(prog, linked, shader_list, num_shaders);
2232 num_shaders);
2250 for (unsigned i = 0; i < num_shaders; i++) {
2259 if (!link_function_calls(prog, linked, shader_list, num_shaders)) {
2320 for (unsigned i = 0; i < num_shaders; i++) {
4804 unsigned num_shaders[MESA_SHADER_STAGES];
4809 num_shaders[i] = 0;
4829 shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
4830 num_shaders[shader_type]++;
4848 if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
4849 num_shaders[MESA_SHADER_VERTEX] == 0) {
4854 if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
4855 num_shaders[MESA_SHADER_VERTEX] == 0) {
4860 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
4861 num_shaders[MESA_SHADER_VERTEX] == 0) {
4883 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
4884 num_shaders[MESA_SHADER_TESS_EVAL] == 0) {
4892 if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
4893 num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) {
4901 if (num_shaders[stage] > 0) {
4904 num_shaders[stage], false);
4940 if (num_shaders[MESA_SHADER_GEOMETRY] > 0) {
4943 } else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0) {
4946 } else if (num_shaders[MESA_SHADER_VERTEX] > 0) {
5123 num_shaders[MESA_SHADER_COMPUTE] == 0) {