Lines Matching refs:state
415 /* We allocate fixed-length substreams for shader state, however some
416 * parts of the state may have unbound length. Their additional space
596 /* Upload UBO state for the constant data. */
803 /* TODO: streamout state should be in a non-GMEM draw state */
2188 /* The static state is ignored if it's dynamic. In that case assume
2387 * created from it, so you can't store any long-lived state there, and you
3105 VkDynamicState state = dynamic_info->pDynamicStates[i];
3106 switch (state) {
3108 if (state == VK_DYNAMIC_STATE_LINE_WIDTH)
3110 pipeline->dynamic_state_mask |= BIT(state);
3197 * set this dynamic state instead of making the register dynamic.
3202 assert(!"unsupported dynamic state");
3225 * else that could depend on that state (like push constants)
3230 * for the binning pass variant. It is required that the constlen state
3232 * consts are emitted in state groups that are shared between the binning
3241 pipeline->program.state = tu_cs_end_draw_state(&pipeline->cs, &prog_cs);
3278 tu6_emit_vertex_input(pipeline, &pipeline->vi.state, vs, vi_info);
3633 assert(cs.cur == cs.end); /* validate draw state size */
3642 * Therefore, we need to emit it in a separate draw state. We keep
3907 * dynamically emit MSAA state.
3909 * TODO: Move MSAA state to a separate draw state and emit it
4209 pipeline->program.state = tu_cs_end_draw_state(&pipeline->cs, &prog_cs);