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  /external/mesa3d/src/gallium/drivers/freedreno/ir3/
ir3_cp.c 39 struct ir3 *shader; member in struct:ir3_cp_ctx
253 reg = ir3_reg_clone(ctx->shader, reg);
405 src_reg = ir3_reg_clone(instr->block->shader, src_reg);
417 src_reg = ir3_reg_clone(instr->block->shader, src_reg);
453 src_reg = ir3_reg_clone(instr->block->shader, src_reg);
566 .shader = ir,
  /external/mesa3d/src/gallium/drivers/r600/
r600_hw_context.c 161 /* Direct constant addressing uses the shader cache.
293 unsigned shader; local
353 /* Re-emit shader resources. */
354 for (shader = 0; shader < PIPE_SHADER_TYPES; shader++) {
355 struct r600_constbuf_state *constbuf = &ctx->constbuf_state[shader];
356 struct r600_textures_info *samplers = &ctx->samplers[shader];
  /external/mesa3d/src/gallium/drivers/svga/
svga_shader.c 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))
242 struct svga_shader *shader = pshader; local
    [all...]
svga_state_fs.c 46 * If we fail to compile a fragment shader (because it uses too many
47 * registers, for example) we'll use a dummy/fallback shader that
100 * Replace the given shader's instruction with a simple constant-color
101 * shader. We use this when normal shader translation fails.
124 * Translate TGSI shader into an svga shader variant.
137 debug_printf("Failed to compile fragment shader,"
138 " using dummy shader instead.\n");
142 /* too big, use dummy shader */
183 const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT; local
    [all...]
svga_state_sampler.c 69 enum pipe_shader_type shader)
78 for (i = 0; i < svga->curr.num_sampler_views[shader]; i++) {
80 svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
93 * and bound as a shader resource for the given type of shader.
97 enum pipe_shader_type shader)
106 shader)) {
113 svga_check_sampler_view_resource_collision(svga, surf->handle, shader)) {
231 enum pipe_shader_type shader; local
236 for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++)
342 enum pipe_shader_type shader; local
    [all...]
svga_state_tss.c 44 const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT; local
52 &svga->curr.sampler_views[shader][i]);
143 const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT; local
146 unsigned count = MAX2( svga->curr.num_sampler_views[shader],
158 svga->curr.sampler[shader][i],
159 svga->curr.sampler_views[shader][i],
165 svga->state.hw_draw.num_views = svga->curr.num_sampler_views[shader];
384 const enum pipe_shader_type shader = PIPE_SHADER_FRAGMENT; local
392 for (i = 0; i < svga->curr.num_samplers[shader]; i++) {
393 if (svga->curr.sampler[shader][i])
    [all...]
svga_state_vs.c 44 * If we fail to compile a vertex shader we'll use a dummy/fallback shader
91 * Replace the given shader's instruction with a simple / dummy shader.
92 * We use this when normal shader translation fails.
115 * Translate TGSI shader into an svga shader variant.
128 debug_printf("Failed to compile vertex shader,"
129 " using dummy shader instead.\n");
133 /* too big, use dummy shader */
165 const enum pipe_shader_type shader = PIPE_SHADER_VERTEX; local
    [all...]
  /external/mesa3d/src/gallium/drivers/swr/
swr_state.h 43 T shader; member in struct:ShaderVariant
45 ShaderVariant(struct gallivm_state *gs, T code) : gallivm(gs), shader(code) {}
  /external/mesa3d/src/gallium/winsys/svga/drm/
vmw_screen_svga.c 361 struct vmw_svga_winsys_shader *shader; local
364 shader = CALLOC_STRUCT(vmw_svga_winsys_shader);
365 if(!shader)
368 pipe_reference_init(&shader->refcnt, 1);
369 p_atomic_set(&shader->validated, 0);
370 shader->screen = vws;
371 shader->buf = vmw_svga_winsys_buffer_create(sws, 64,
374 if (!shader->buf)
377 code = vmw_svga_winsys_buffer_map(sws, shader->buf, PIPE_TRANSFER_WRITE);
382 vmw_svga_winsys_buffer_unmap(sws, shader->buf)
    [all...]
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_vec4_gs_visitor.cpp 27 * Geometry-shader-specific code derived from the vec4_visitor class.
41 const nir_shader *shader,
46 &prog_data->base, shader, mem_ctx,
117 /* If a geometry shader tries to read from an input that wasn't written by
118 * the vertex shader, that produces undefined results, but it shouldn't
132 /* If the shader uses gl_PrimitiveIDIn, that goes in r1. */
155 * the shader.
194 /* During shader execution, we only ever call emit_control_data_bits()
461 * until the shader is over to output them all. Otherwise we need to
507 * effect of any call to EndPrimitive() that the shader may hav
603 nir_shader *shader = nir_shader_clone(mem_ctx, src_shader); local
    [all...]
test_fs_copy_propagation.cpp 48 nir_shader *shader)
51 shader, 8, -1) {}
63 nir_shader *shader = local
66 v = new copy_propagation_fs_visitor(compiler, prog_data, shader);
test_vec4_cmod_propagation.cpp 50 nir_shader *shader,
52 : vec4_visitor(compiler, NULL, NULL, prog_data, shader, NULL,
105 nir_shader *shader = local
108 v = new cmod_propagation_vec4_visitor(compiler, shader, prog_data);
test_vec4_register_coalesce.cpp 52 nir_shader *shader,
54 : vec4_visitor(compiler, NULL, NULL, prog_data, shader, NULL,
101 nir_shader *shader = local
104 v = new register_coalesce_vec4_visitor(compiler, shader, prog_data);
  /external/mesa3d/src/mesa/drivers/dri/r200/
r200_fragshader.c 128 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local
134 if (shader->NumPasses < 2) {
140 for (pass = 0; pass < shader->NumPasses; pass++) {
143 for (pc = 0; pc < shader->numArithInstr[pass]; pc++) {
145 struct atifs_instruction *inst = &shader->Instructions[pass][pc];
284 if (sat || (pc == (shader->numArithInstr[pass] - 1) &&
285 ((pass == 1) || (shader->NumPasses == 1))))
327 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local
334 if (shader->swizzlerq & (1 << (2 * reg)))
350 if (shader->NumPasses < 2)
505 const struct ati_fragment_shader *shader = ctx->ATIFragmentShader.Current; local
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  /external/mesa3d/src/mesa/main/
shared.c 186 * Callback for deleting an ATI fragment shader object.
192 struct ati_fragment_shader *shader = (struct ati_fragment_shader *) data; local
194 _mesa_delete_ati_fragment_shader(ctx, shader);
213 * Callback for freeing shader program data. Call it before delete_shader_cb
229 * Callback for deleting shader and shader programs objects.
  /external/mesa3d/src/mesa/state_tracker/
st_context.c 157 /* Mark non-shader-resource shader states as "always active". */
247 /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
255 /* This will mask out unused shader resources. */
283 uint shader, i; local
294 for (shader = 0; shader < ARRAY_SIZE(st->state.sampler_views); shader++) {
297 &st->state.sampler_views[shader][i]);
455 /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. *
    [all...]
  /external/skia/gm/
colorfilterimagefilter.cpp 78 if (auto shader = sh_make_lineargradient0()) {
79 *array->append() = shader.release();
81 if (auto shader = sh_make_lineargradient1()) {
82 *array->append() = shader.release();
84 if (auto shader = sh_make_image()) {
85 *array->append() = shader.release();
212 SkShader* shader = shaders[y]; local
218 paint.setShader(shader->makeWithColorFilter(filter));
hardstop_gradients.cpp 58 static void shade_rect(SkCanvas* canvas, sk_sp<SkShader> shader, int cellRow, int cellCol) {
60 paint.setShader(shader);
146 auto shader = SkGradientShader::MakeLinear( variable
155 shade_rect(canvas, shader, cellRow, cellCol);
roundrects.cpp 265 auto shader = SkGradientShader::MakeRadial(center, 20, colors, pos, SK_ARRAY_COUNT(colors), variable
277 fPaints[i].setShader(shader);
shadermaskfilter.cpp 42 auto shader = make_shader(r); local
43 auto mf = SkShaderMaskFilter::Make(shader);
89 auto shader = SkShader::MakePictureShader(recorder.finishRecordingAsPicture(), local
92 return SkShaderMaskFilter::Make(shader);
vertices.cpp 159 for (const auto& shader : {fShader1, fShader2}) {
165 paint.setShader(shader);
215 auto shader = make_shader1(1); local
233 paint.setShader(useShader ? shader : nullptr);
  /external/skia/src/shaders/
SkShader.cpp 40 SkDebugf("+++ shader counter %d\n", prev + 1);
46 SkDebugf("--- shader counter %d\n", prev - 1);
114 SkShaderBase::Context::Context(const SkShaderBase& shader, const ContextRec& rec)
115 : fShader(shader), fCTM(*rec.fMatrix)
118 SkASSERT(!shader.isRasterPipelineOnly(*rec.fMatrix));
220 sk_sp<SkShader> shader; member in struct:CallbackCtx
224 cb->shader = rec.fDstCS ? SkColorSpaceXformer::Make(sk_ref_sp(rec.fDstCS))->apply(this)
226 cb->ctx = as_SB(cb->shader)->makeContext(cr, rec.fAlloc);
  /external/skia/src/shaders/gradients/
SkLinearGradient.cpp 160 auto shader = params.fUseColors4f ? local
166 std::unique_ptr<GrFragmentProcessor> fp = as_SB(shader)->asFragmentProcessor(asFPArgs.args());
  /external/skqp/gm/
colorfilterimagefilter.cpp 78 if (auto shader = sh_make_lineargradient0()) {
79 *array->append() = shader.release();
81 if (auto shader = sh_make_lineargradient1()) {
82 *array->append() = shader.release();
84 if (auto shader = sh_make_image()) {
85 *array->append() = shader.release();
212 SkShader* shader = shaders[y]; local
218 paint.setShader(shader->makeWithColorFilter(filter));
hardstop_gradients.cpp 58 static void shade_rect(SkCanvas* canvas, sk_sp<SkShader> shader, int cellRow, int cellCol) {
60 paint.setShader(shader);
146 auto shader = SkGradientShader::MakeLinear( variable
155 shade_rect(canvas, shader, cellRow, cellCol);

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