/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 [all...] |
/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);
|