Lines Matching defs:shader

70    void *vs; /**< Vertex shader which passes {pos, generic} to the output.*/
72 void *vs_pos_only[4]; /**< Vertex shader which passes pos to the output
74 void *vs_layered; /**< Vertex shader which sets LAYER = INSTANCEID. */
658 /* Vertex shader. */
662 /* Geometry shader. */
707 /* Fragment shader. */
1016 void **shader;
1029 shader = &ctx->fs_resolve[target][index][filter];
1031 if (!*shader) {
1034 *shader = util_make_fs_msaa_resolve_bilinear(pipe, tgsi_tex,
1039 *shader = util_make_fs_msaa_resolve(pipe, tgsi_tex,
1049 shader = &ctx->fs_texfetch_col_msaa[type][target];
1051 /* Create the fragment shader on-demand. */
1052 if (!*shader) {
1054 *shader = util_make_fs_blit_msaa_color(pipe, tgsi_tex, stype, dtype,
1059 return *shader;
1061 void **shader;
1064 shader = &ctx->fs_texfetch_col[type][target][1];
1066 shader = &ctx->fs_texfetch_col[type][target][0];
1068 /* Create the fragment shader on-demand. */
1069 if (!*shader) {
1071 *shader = util_make_fragment_tex_shader(pipe, tgsi_tex,
1077 return *shader;
1108 void **shader = &ctx->fs_pack_color_zs[tgsi_tex][format_index];
1110 /* Create the fragment shader on-demand. */
1111 if (!*shader) {
1113 *shader = util_make_fs_pack_color_zs(pipe, tgsi_tex, zs_format,
1116 return *shader;
1132 void **shader = &ctx->fs_texfetch_depth_msaa[target][sample_shading];
1134 /* Create the fragment shader on-demand. */
1135 if (!*shader) {
1139 *shader = util_make_fs_blit_msaa_depth(pipe, tgsi_tex, sample_shading);
1142 return *shader;
1144 void **shader;
1147 shader = &ctx->fs_texfetch_depth[target][1];
1149 shader = &ctx->fs_texfetch_depth[target][0];
1151 /* Create the fragment shader on-demand. */
1152 if (!*shader) {
1156 *shader = util_make_fs_blit_zs(pipe, PIPE_MASK_Z, tgsi_tex,
1160 return *shader;
1177 void **shader = &ctx->fs_texfetch_depthstencil_msaa[target][sample_shading];
1179 /* Create the fragment shader on-demand. */
1180 if (!*shader) {
1184 *shader = util_make_fs_blit_msaa_depthstencil(pipe, tgsi_tex,
1188 return *shader;
1190 void **shader;
1193 shader = &ctx->fs_texfetch_depthstencil[target][1];
1195 shader = &ctx->fs_texfetch_depthstencil[target][0];
1197 /* Create the fragment shader on-demand. */
1198 if (!*shader) {
1202 *shader = util_make_fs_blit_zs(pipe, PIPE_MASK_ZS, tgsi_tex,
1206 return *shader;
1223 void **shader = &ctx->fs_texfetch_stencil_msaa[target][sample_shading];
1225 /* Create the fragment shader on-demand. */
1226 if (!*shader) {
1230 *shader = util_make_fs_blit_msaa_stencil(pipe, tgsi_tex,
1234 return *shader;
1236 void **shader;
1239 shader = &ctx->fs_texfetch_stencil[target][1];
1241 shader = &ctx->fs_texfetch_stencil[target][0];
1243 /* Create the fragment shader on-demand. */
1244 if (!*shader) {
1248 *shader = util_make_fs_blit_zs(pipe, PIPE_MASK_S, tgsi_tex,
1252 return *shader;
1458 * to avoid feeding in the shader with wrong values (like on the lod)
2053 /* Don't support scaled blits. The TXF shader uses F2I for rounding. */
2096 /* Blend, DSA, fragment shader. */