/external/mesa3d/src/mesa/state_tracker/ |
st_atom_atomicbuf.c | 76 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; 89 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; 102 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; 115 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; 128 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; 141 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
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st_atom_storagebuf.c | 96 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; 112 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; 128 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; 144 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; 160 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; 176 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
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st_atom_clip.c | 55 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX])
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st_atom_constbuf.c | 282 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; 297 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; 312 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; 327 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; 342 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; 357 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
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st_atom_image.c | 133 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; 148 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; 163 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; 178 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; 193 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; 208 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
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st_cb_compute.c | 44 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
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st_glsl_to_nir.cpp | 270 if (st->ctx->_Shader->Flags & GLSL_DUMP) { 406 if (ctx->_Shader->Flags & GLSL_DUMP) {
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/external/mesa3d/src/mesa/main/ |
uniforms.c | 153 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_FLOAT, 1); 163 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 2); 174 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 3); 187 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 4); 194 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_INT, 1); 204 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 2); 215 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 3); 227 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 4); 234 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 1); 241 _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 2) [all...] |
state.c | 99 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; 101 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; 103 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; 105 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; 107 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; 109 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; 138 _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram, 147 _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram, 157 _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram, 168 _mesa_reference_program(ctx, &ctx->_Shader->_CurrentFragmentProgram [all...] |
api_validate.c | 102 const struct gl_program *prog = ctx->_Shader->_CurrentFragmentProgram; 136 if (!ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] 143 if (!ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) { 162 if (ctx->_Shader->Name && !ctx->_Shader->Validated) { 163 if (!_mesa_validate_program_pipeline(ctx, ctx->_Shader)) { 173 if (ctx->_Shader->ActiveProgram && ctx->_Shader != ctx->Pipeline.Current) { 175 if (!_mesa_sampler_uniforms_are_valid(ctx->_Shader->ActiveProgram, 193 if (ctx->_Shader->Flags & GLSL_LOG) [all...] |
pipelineobj.c | 102 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default); 124 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL); 277 if (ctx->_Shader == pipe) { 402 if (ctx->_Shader->Name == pipeline) 457 if (&ctx->Shader != ctx->_Shader) { 462 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, pipe); 465 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, 472 _mesa_shader_program_init_subroutine_defaults(ctx, ctx->_Shader->CurrentProgram[i]);
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shaderapi.c | 168 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL); 509 if (ctx->_Shader->ActiveProgram) 510 return ctx->_Shader->ActiveProgram->Name; 1029 if (ctx->_Shader->Flags & GLSL_DUMP) { 1040 if (ctx->_Shader->Flags & GLSL_LOG) { 1044 if (ctx->_Shader->Flags & GLSL_DUMP) { 1065 if (ctx->_Shader->Flags & GLSL_DUMP_ON_ERROR) { 1072 if (ctx->_Shader->Flags & GLSL_REPORT_ERRORS) { [all...] |
ff_fragment_shader.cpp | 303 (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] && 304 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->data->LinkStatus && 305 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]); 369 vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]->_LinkedShaders[MESA_SHADER_VERTEX]->Program; [all...] |
texstate.c | 703 if (ctx->_Shader->CurrentProgram[i] && 704 ctx->_Shader->CurrentProgram[i]->data->LinkStatus) { 705 prog[i] = ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i]->Program;
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uniform_query.cpp | 760 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) { 798 ctx->_Shader->Validated = GL_FALSE; 987 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) { [all...] |
/external/mesa3d/src/mesa/drivers/dri/i965/ |
gen6_sol.c | 115 shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; 143 shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; 235 if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) { 238 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; 242 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
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brw_gs_surface_state.c | 76 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
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brw_tcs_surface_state.c | 76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
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brw_tes_surface_state.c | 76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
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brw_link.cpp | 161 if (ctx->_Shader->Flags & GLSL_DUMP) { 266 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
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brw_ff_gs.c | 199 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
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brw_vs_surface_state.c | 144 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
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gen7_l3_state.c | 53 brw->ctx._Shader->CurrentProgram[stage_states[i]->stage];
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/external/mesa3d/src/mesa/program/ |
arbprogparse.c | 183 if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0)
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/external/mesa3d/src/mesa/swrast/ |
s_fragprog.c | 184 if (ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) {
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