Lines Matching full:shader
53 /* Write dirty L2 lines back to memory (shader and CP DMA stores), but don't
99 /* Shader cache in memory.
102 * - The shader cache is per screen (= per process), never saved to
103 * disk, and skips redundant shader compilations from TGSI to bytecode.
104 * - It can only be used with one-variant-per-shader support, in which
114 /* Shader compiler queue for multithreaded compilation. */
198 /* A shader state consists of the shader selector, which is a constant state
200 * the current shader variant selected for this context.
262 /* shader information */
268 /* shader descriptors */
280 /* other shader resources */
340 struct si_shader *last_ls; /* local shader (VS) */
482 static inline bool si_vs_exports_prim_id(struct si_shader *shader)
484 if (shader->selector->type == PIPE_SHADER_VERTEX)
485 return shader->key.part.vs.epilog.export_prim_id;
486 else if (shader->selector->type == PIPE_SHADER_TESS_EVAL)
487 return shader->key.part.tes.epilog.export_prim_id;