Lines Matching defs:shader
368 /* Vulkan uses the separate-shader linking model */
614 b->shader->info.stage, false);
738 /* For input attachments, the shader includes the attachment_idx. As we are
755 b->shader->info.stage, is_sampler);
861 b->shader->info.stage, false);
952 lower_pipeline_layout_info(nir_shader *shader,
965 progress = nir_shader_instructions_pass(shader, lower_pipeline_layout_cb,
979 /* Our backend doesn't handle array fragment shader outputs */
1084 unreachable("unsupported shader stage");
1092 * The only lowering we are interested is specific to the fragment shader,
1280 /* Output varyings in the last binning shader are only used for transform
1330 /* Output varyings in the last binning shader are only used for
1395 * Creates the initial form of the pipeline stage for a binning shader by
1396 * cloning the render shader and flagging it as a coordinate shader.
1427 * render shader later, when we call pipeline_compile_xxx_shader. This way
1454 "pipeline shader assembly", true);
1456 fprintf(stderr, "failed to allocate memory for shader\n");
1462 fprintf(stderr, "failed to map source shader buffer\n");
1502 /* We need to include all shader stages in the sha1 key as linking may modify
1503 * the shader code in any stage. An alternative would be to use the
1566 * Even at minimum threadcount in a particular shader, that
1587 * as we will try to share the same bo for several shader variants. Also note
1590 * the shader stages at once.
1624 /* For a given key, it returns the compiled version of the shader. Returns a
1690 /* At this point we don't need anymore the nir shader, but we are freeing
1773 * shader doesn't need any other samplers, get rid of them so we can
1784 * VARYING_SLOT_CLIP_DIST0 if the vertex shader writes to gl_ClipDistance[],
1791 const nir_shader *shader = p_stage->nir;
1792 assert(shader);
1794 nir_foreach_variable_with_modes(var, shader, nir_var_shader_out) {
2156 unreachable("not supported shader stage");
2216 nir_shader *nir = b.shader;
2287 /* Attach the geometry shader to the pipeline */
2360 /* First pass to get some common info from the shader, and create the
2378 * as right now we are using it for debugging, not for shader-db.
2393 /* We will try to get directly the compiled shader variant, so let's not
2394 * worry about getting the nir shader for now.
2421 unreachable("not supported shader stage");
2425 /* Add a no-op fragment shader if needed */
2442 p_stage->nir = b.shader;
2451 /* If multiview is enabled, we inject a custom passthrough geometry shader
2500 * shader or the pipeline cache) and compile.
3386 unreachable("Unsupported shader stage");