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36  * generate a unique "signature" for the vertex shader output bitmask.
37 * Shader input/output signatures are used to resolve shader linking
44 * Use the shader info to generate a bitmask indicating which generic
45 * inputs are used by the shader. A set bit indicates that GENERIC[i]
67 * Scan shader info to return a bitmask of written outputs.
131 * the fragment shader doesn't use that VS output. Just allocate
165 * Initialize the shader-neutral fields of svga_compile_key from context
170 enum pipe_shader_type shader,
175 assert(shader < ARRAY_SIZE(svga->curr.num_sampler_views));
180 key->num_textures = MIN2(svga->curr.num_sampler_views[shader],
181 svga->curr.num_samplers[shader]);
184 struct pipe_sampler_view *view = svga->curr.sampler_views[shader][i];
185 const struct svga_sampler_state *sampler = svga->curr.sampler[shader][i];
192 * we emit the right TEX/SAMPLE instruction in the shader.
221 /** Search for a compiled shader variant with the same compile key */
223 svga_search_shader_key(const struct svga_shader *shader,
226 struct svga_shader_variant *variant = shader->variants;
237 /** Search for a shader with the same token key */
242 struct svga_shader *shader = pshader;
246 for ( ; shader; shader = shader->next) {
247 if (memcmp(key, &shader->token_key, sizeof(struct svga_token_key)) == 0)
248 return shader;
254 * Helper function to define a gb shader for non-vgpu10 device
266 * Create gb memory for the shader and upload the shader code.
267 * Kernel module will allocate an id for the shader and issue
282 * Helper function to define a gb shader for vgpu10 device
295 * SVGA driver will allocate an integer ID for the shader and
303 /* Create gb memory for the shader and upload the shader code */
309 /* Free the shader ID */
320 * the shader creation and return an error.
342 * Issue the SVGA3D commands to define a new shader.
343 * \param variant contains the shader tokens, etc. The result->id field will
365 /* Allocate an integer ID for the shader */
372 /* Issue SVGA3D device command to define the shader */
393 * Issue the SVGA3D commands to set/bind a shader.
394 * \param result the shader to bind.
484 * page in a shader. This avoids emitting redundant state to the device