Lines Matching defs:pipeline
1389 * So the clear is only constrained by the render area and not by pipeline
1537 * subpass already finished the job (for example a pipeline barrier). In
1745 /* This goes though the list of possible dynamic states in the pipeline and,
1843 struct v3dv_pipeline *pipeline)
1845 assert(pipeline && !(pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT));
1846 if (cmd_buffer->state.gfx.pipeline == pipeline)
1849 cmd_buffer->state.gfx.pipeline = pipeline;
1851 cmd_buffer_bind_pipeline_static_state(cmd_buffer, &pipeline->dynamic_state);
1858 struct v3dv_pipeline *pipeline)
1860 assert(pipeline && pipeline->active_stages == VK_SHADER_STAGE_COMPUTE_BIT);
1862 if (cmd_buffer->state.compute.pipeline == pipeline)
1865 cmd_buffer->state.compute.pipeline = pipeline;
1875 V3DV_FROM_HANDLE(v3dv_pipeline, pipeline, _pipeline);
1879 bind_compute_pipeline(cmd_buffer, pipeline);
1883 bind_graphics_pipeline(cmd_buffer, pipeline);
2079 struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
2080 assert(pipeline);
2104 pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT];
2107 v3dv_write_uniforms(cmd_buffer, pipeline, fs_variant);
2111 if (pipeline->has_gs) {
2130 pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY];
2133 pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY_BIN];
2136 v3dv_write_uniforms(cmd_buffer, pipeline, gs_variant);
2139 v3dv_write_uniforms(cmd_buffer, pipeline, gs_bin_variant);
2160 pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX];
2163 pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN];
2166 v3dv_write_uniforms(cmd_buffer, pipeline, vs_variant);
2169 v3dv_write_uniforms(cmd_buffer, pipeline, vs_bin_variant);
2215 * account the graphics pipeline, and the graphics state
2217 state->meta.gfx.pipeline = state->gfx.pipeline;
2276 if (state->meta.gfx.pipeline != NULL) {
2277 struct v3dv_pipeline *pipeline = state->meta.gfx.pipeline;
2279 v3dv_pipeline_get_binding_point(pipeline);
2282 v3dv_pipeline_to_handle(state->meta.gfx.pipeline));
2284 state->gfx.pipeline = NULL;
2312 state->meta.gfx.pipeline = NULL;
2359 * rasterizationSamples from each pipeline’s
2384 /* We only need to restart the frame if the pipeline requires MSAA but
2387 if (!cmd_buffer->state.gfx.pipeline->msaa ||
2432 struct v3dv_pipeline *pipeline,
2436 pipeline->shared_data->maps[BROADCOM_SHADER_VERTEX_BIN];
2439 pipeline->shared_data->maps[BROADCOM_SHADER_GEOMETRY_BIN];
2455 pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN]->prog_data.vs;
2520 assert(cmd_buffer->state.gfx.pipeline);
2521 assert(!(cmd_buffer->state.gfx.pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT));
2523 /* If we emitted a pipeline barrier right before this draw we won't have
2532 /* Restart single sample job for MSAA pipeline if needed */
2542 struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
2543 job->uses_buffer_device_address |= pipeline->uses_buffer_device_address;
2552 if (cmd_buffer_binning_sync_required(cmd_buffer, pipeline,
2883 * stride from the pipeline.
3556 assert(cmd_buffer->state.compute.pipeline);
3557 assert(cmd_buffer->state.compute.pipeline->active_stages ==
3637 struct v3dv_pipeline *pipeline = cmd_buffer->state.compute.pipeline;
3638 assert(pipeline && pipeline->shared_data->variants[BROADCOM_SHADER_COMPUTE]);
3640 pipeline->shared_data->variants[BROADCOM_SHADER_COMPUTE];
3698 assert(pipeline->shared_data->assembly_bo);
3699 struct v3dv_bo *cs_assembly_bo = pipeline->shared_data->assembly_bo;
3721 v3dv_write_uniforms_wg_offsets(cmd_buffer, pipeline,
3728 job->uses_buffer_device_address |= pipeline->uses_buffer_device_address;
3809 * current command buffer state (i.e. pipeline, descriptor sets, push