Lines Matching refs:sh

46       struct gl_linked_shader *sh = prog->_LinkedShaders[i];
47 if (!sh)
50 struct gl_program *glprog = sh->Program;
52 blob_write_uint32(metadata, glprog->sh.NumSubroutineUniforms);
53 blob_write_uint32(metadata, glprog->sh.MaxSubroutineFunctionIndex);
54 blob_write_uint32(metadata, glprog->sh.NumSubroutineFunctions);
55 for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
56 int num_types = glprog->sh.SubroutineFunctions[j].num_compat_types;
58 blob_write_string(metadata, glprog->sh.SubroutineFunctions[j].name.string);
59 blob_write_uint32(metadata, glprog->sh.SubroutineFunctions[j].index);
64 glprog->sh.SubroutineFunctions[j].types[k]);
76 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
77 if (!sh)
80 struct gl_program *glprog = sh->Program;
82 glprog->sh.NumSubroutineUniforms = blob_read_uint32(metadata);
83 glprog->sh.MaxSubroutineFunctionIndex = blob_read_uint32(metadata);
84 glprog->sh.NumSubroutineFunctions = blob_read_uint32(metadata);
87 glprog->sh.NumSubroutineFunctions);
88 glprog->sh.SubroutineFunctions = subs;
90 for (unsigned j = 0; j < glprog->sh.NumSubroutineFunctions; j++) {
137 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
138 if (!sh)
141 struct gl_program *glprog = sh->Program;
143 blob_write_uint32(metadata, glprog->sh.NumUniformBlocks);
146 for (unsigned j = 0; j < glprog->sh.NumUniformBlocks; j++) {
148 glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
153 uint32_t offset = glprog->sh.ShaderStorageBlocks[j] -
214 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
215 if (!sh)
218 struct gl_program *glprog = sh->Program;
220 glprog->sh.NumUniformBlocks = blob_read_uint32(metadata);
223 glprog->sh.UniformBlocks =
224 rzalloc_array(glprog, gl_uniform_block *, glprog->sh.NumUniformBlocks);
225 glprog->sh.ShaderStorageBlocks =
228 for (unsigned j = 0; j < glprog->sh.NumUniformBlocks; j++) {
230 glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
235 glprog->sh.ShaderStorageBlocks[j] =
282 glprog->sh.AtomicBuffers =
285 stage_buff_list[i] = glprog->sh.AtomicBuffers;
324 struct gl_transform_feedback_info *ltf = prog->sh.LinkedTransformFeedback;
388 prog->sh.LinkedTransformFeedback = ltf;
629 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
630 if (sh) {
632 sh->Program->sh.NumSubroutineUniformRemapTable,
634 sh->Program->sh.SubroutineUniformRemapTable);
684 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
685 if (sh) {
686 struct gl_program *glprog = sh->Program;
688 glprog->sh.SubroutineUniformRemapTable =
690 &glprog->sh.NumSubroutineUniformRemapTable,
768 struct gl_linked_shader *sh,
771 assert(sh);
773 for (unsigned j = 0; j < sh->Program->sh.NumSubroutineFunctions; j++) {
775 sh->Program->sh.SubroutineFunctions[j].name.string) == 0) {
805 struct gl_linked_shader *sh;
883 prog->last_vert_prog->sh.LinkedTransformFeedback->Buffers[i].Binding) {
890 for (int i = 0; i < prog->last_vert_prog->sh.LinkedTransformFeedback->NumVarying; i++) {
892 prog->last_vert_prog->sh.LinkedTransformFeedback->Varyings[i].name.string) == 0) {
904 sh =
906 write_shader_subroutine_index(metadata, sh, res);
918 struct gl_linked_shader *sh;
968 sh.LinkedTransformFeedback->Buffers[blob_read_uint32(metadata)];
972 sh.LinkedTransformFeedback->Varyings[blob_read_uint32(metadata)];
980 sh =
983 &sh->Program->sh.SubroutineFunctions[blob_read_uint32(metadata)];
1108 blob_write_bytes(metadata, glprog->sh.SamplerTargets,
1109 sizeof(glprog->sh.SamplerTargets));
1112 blob_write_uint32(metadata, glprog->sh.ShaderStorageBlocksWriteAccess);
1114 blob_write_bytes(metadata, glprog->sh.ImageAccess,
1115 sizeof(glprog->sh.ImageAccess));
1116 blob_write_bytes(metadata, glprog->sh.ImageUnits,
1117 sizeof(glprog->sh.ImageUnits));
1121 blob_write_uint32(metadata, glprog->sh.NumBindlessSamplers);
1122 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessSampler);
1123 for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) {
1124 blob_write_bytes(metadata, &glprog->sh.BindlessSamplers[i],
1128 blob_write_uint32(metadata, glprog->sh.NumBindlessImages);
1129 blob_write_uint32(metadata, glprog->sh.HasBoundBindlessImage);
1130 for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
1131 blob_write_bytes(metadata, &glprog->sh.BindlessImages[i],
1160 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.SamplerTargets,
1161 sizeof(glprog->sh.SamplerTargets));
1164 glprog->sh.ShaderStorageBlocksWriteAccess = blob_read_uint32(metadata);
1166 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess,
1167 sizeof(glprog->sh.ImageAccess));
1168 blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageUnits,
1169 sizeof(glprog->sh.ImageUnits));
1173 glprog->sh.NumBindlessSamplers = blob_read_uint32(metadata);
1174 glprog->sh.HasBoundBindlessSampler = blob_read_uint32(metadata);
1175 if (glprog->sh.NumBindlessSamplers > 0) {
1176 glprog->sh.BindlessSamplers =
1178 glprog->sh.NumBindlessSamplers);
1180 for (i = 0; i < glprog->sh.NumBindlessSamplers; i++) {
1181 blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessSamplers[i],
1186 glprog->sh.NumBindlessImages = blob_read_uint32(metadata);
1187 glprog->sh.HasBoundBindlessImage = blob_read_uint32(metadata);
1188 if (glprog->sh.NumBindlessImages > 0) {
1189 glprog->sh.BindlessImages =
1191 glprog->sh.NumBindlessImages);
1193 for (i = 0; i < glprog->sh.NumBindlessImages; i++) {
1194 blob_copy_bytes(metadata, (uint8_t *) &glprog->sh.BindlessImages[i],
1247 _mesa_reference_shader_program_data(&glprog->sh.data, prog->data);
1267 struct gl_linked_shader *sh = prog->_LinkedShaders[i];
1268 if (sh) {
1269 write_shader_metadata(blob, sh);
1271 if (sh->Program->info.name)
1272 blob_write_string(blob, sh->Program->info.name);
1276 if (sh->Program->info.label)
1277 blob_write_string(blob, sh->Program->info.label);
1283 &sh->Program->info);
1287 ((char *) &sh->Program->info) + s_info_ptrs,