Lines Matching refs:num_shaders

1689                                   unsigned num_shaders)
1695 for (unsigned i = 0; i < num_shaders; i++) {
1726 unsigned num_shaders)
1734 for (unsigned i = 0; i < num_shaders; i++) {
1769 unsigned num_shaders)
1774 for (i = 0; i < num_shaders; i++) {
1785 for (; i < num_shaders; i++) {
1804 unsigned num_shaders)
1821 for (unsigned i = 0; i < num_shaders; i++) {
1861 unsigned num_shaders)
1886 for (unsigned i = 0; i < num_shaders; i++) {
1969 unsigned num_shaders)
1981 for (unsigned i = 0; i < num_shaders; i++) {
2050 unsigned num_shaders)
2075 for (unsigned i = 0; i < num_shaders; i++) {
2163 unsigned num_shaders)
2188 for (unsigned sh = 0; sh < num_shaders; sh++) {
2277 unsigned num_shaders)
2281 for (unsigned i = 0; i < num_shaders; i++) {
2318 unsigned num_shaders,
2329 for (unsigned i = 0; i < num_shaders; i++) {
2342 num_shaders);
2349 for (unsigned i = 0; i < (num_shaders - 1); i++) {
2356 for (unsigned j = i + 1; j < num_shaders; j++) {
2391 for (unsigned i = 0; i < num_shaders; i++) {
2427 link_fs_inout_layout_qualifiers(prog, linked, shader_list, num_shaders);
2428 link_tcs_out_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
2429 link_tes_in_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
2430 link_gs_inout_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
2431 link_cs_input_layout_qualifiers(prog, gl_prog, shader_list, num_shaders);
2434 link_xfb_stride_layout_qualifiers(&ctx->Const, prog, shader_list, num_shaders);
2436 link_bindless_layout_qualifiers(prog, shader_list, num_shaders);
2438 link_layer_viewport_relative_qualifier(prog, gl_prog, shader_list, num_shaders);
2456 for (unsigned i = 0; i < num_shaders; i++) {
2465 if (!link_function_calls(prog, linked, shader_list, num_shaders)) {
2471 link_output_variables(linked, shader_list, num_shaders);
2554 if (num_shaders == 1) {
2561 for (unsigned i = 0; i < num_shaders; i++) {
3599 unsigned num_shaders[MESA_SHADER_STAGES];
3604 num_shaders[i] = 0;
3625 shader_list[shader_type][num_shaders[shader_type]] = prog->Shaders[i];
3626 num_shaders[shader_type]++;
3645 if (num_shaders[MESA_SHADER_GEOMETRY] > 0 &&
3646 num_shaders[MESA_SHADER_VERTEX] == 0) {
3651 if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
3652 num_shaders[MESA_SHADER_VERTEX] == 0) {
3657 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
3658 num_shaders[MESA_SHADER_VERTEX] == 0) {
3688 if (num_shaders[MESA_SHADER_TESS_CTRL] > 0 &&
3689 num_shaders[MESA_SHADER_TESS_EVAL] == 0) {
3696 if (num_shaders[MESA_SHADER_TESS_EVAL] > 0 &&
3697 num_shaders[MESA_SHADER_TESS_CTRL] == 0) {
3707 if (num_shaders[MESA_SHADER_COMPUTE] > 0 &&
3708 num_shaders[MESA_SHADER_COMPUTE] != prog->NumShaders) {
3716 if (num_shaders[stage] > 0) {
3719 num_shaders[stage], false);
3939 num_shaders[MESA_SHADER_COMPUTE] == 0) {