HomeSort by relevance Sort by last modified time
    Searched refs:_Shader (Results 1 - 25 of 35) sorted by null

1 2

  /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];
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];
st_atom_clip.c 55 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX])
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];
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];
st_cb_compute.c 44 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE];
st_glsl_to_nir.cpp 270 if (st->ctx->_Shader->Flags & GLSL_DUMP) {
406 if (ctx->_Shader->Flags & GLSL_DUMP) {
  /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]);
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;
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];
brw_gs_surface_state.c 76 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
brw_tcs_surface_state.c 76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL];
brw_tes_surface_state.c 76 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL];
brw_link.cpp 161 if (ctx->_Shader->Flags & GLSL_DUMP) {
266 if ((ctx->_Shader->Flags & GLSL_DUMP) && shProg->Name != 0) {
brw_ff_gs.c 199 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
brw_vs_surface_state.c 144 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
gen7_l3_state.c 53 brw->ctx._Shader->CurrentProgram[stage_states[i]->stage];
  /external/mesa3d/src/mesa/program/
arbprogparse.c 183 if ((ctx->_Shader->Flags & GLSL_NO_OPT) == 0)
  /external/mesa3d/src/mesa/swrast/
s_fragprog.c 184 if (ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]) {

Completed in 633 milliseconds

1 2