Lines Matching defs:shader

62                      struct d3d12_shader *shader,
69 for (unsigned i = 0; i < shader->num_cb_bindings; i++) {
70 unsigned binding = shader->cb_bindings[i].binding;
93 struct d3d12_shader *shader,
103 for (unsigned i = shader->begin_srv_binding; i < shader->end_srv_binding; i++)
107 if (i == shader->pstipple_binding) {
113 unsigned desc_idx = i - shader->begin_srv_binding;
142 descs[desc_idx] = screen->null_srvs[shader->srv_bindings[i].dimension].cpu_handle;
146 d3d12_descriptor_heap_append_handles(batch->view_heap, descs, shader->end_srv_binding - shader->begin_srv_binding);
153 const struct d3d12_shader *shader,
161 for (unsigned i = 0; i < shader->nir->info.num_ssbos; i++)
195 const struct d3d12_shader *shader = shader_sel->current;
202 for (unsigned i = shader->begin_srv_binding; i < shader->end_srv_binding; i++)
206 if (i == shader->pstipple_binding) {
212 unsigned desc_idx = i - shader->begin_srv_binding;
222 d3d12_descriptor_heap_append_handles(batch->sampler_heap, descs, shader->end_srv_binding - shader->begin_srv_binding);
248 const struct d3d12_shader *shader,
257 for (unsigned i = 0; i < shader->nir->info.num_images; i++)
305 uav_desc.Format = d3d12_get_format(shader->uav_bindings[i].format);
306 uint format_size = util_format_get_blocksize(shader->uav_bindings[i].format);
343 d3d12_descriptor_heap_append_handles(batch->view_heap, &screen->null_uavs[shader->uav_bindings[i].dimension].cpu_handle, 1);
355 struct d3d12_shader *shader,
361 for (unsigned j = 0; j < shader->num_state_vars; ++j) {
364 switch (shader->state_vars[j].var) {
414 struct d3d12_shader *shader,
420 for (unsigned j = 0; j < shader->num_state_vars; ++j) {
423 switch (shader->state_vars[j].var) {
434 unsigned idx = shader->state_vars[j].var - D3D12_STATE_VAR_TRANSFORM_GENERIC0;
458 struct d3d12_shader_selector *shader = compute ? ctx->compute_state : ctx->gfx_stages[i];
460 if (!shader)
463 needed_descs += shader->current->num_cb_bindings;
464 needed_descs += shader->current->end_srv_binding - shader->current->begin_srv_binding;
465 needed_descs += shader->current->nir->info.num_ssbos;
466 needed_descs += shader->current->nir->info.num_images;
474 struct d3d12_shader_selector *shader = compute ? ctx->compute_state : ctx->gfx_stages[i];
476 if (!shader)
479 needed_descs += shader->current->end_srv_binding - shader->current->begin_srv_binding;
499 struct d3d12_shader *shader = shader_sel->current;
501 assert(shader);
503 if (shader->num_cb_bindings > 0) {
506 root_desc_tables[num_root_descriptors] = fill_cbv_descriptors(ctx, shader, stage);
511 if (shader->end_srv_binding > 0) {
514 root_desc_tables[num_root_descriptors] = fill_srv_descriptors(ctx, shader, stage);
525 if (shader->nir->info.num_ssbos > 0) {
528 root_desc_tables[num_root_descriptors] = fill_ssbo_descriptors(ctx, shader, stage);
533 if (shader->nir->info.num_images > 0) {
536 root_desc_tables[num_root_descriptors] = fill_image_descriptors(ctx, shader, stage);
968 struct d3d12_shader *shader = ctx->gfx_stages[i] ? ctx->gfx_stages[i]->current : NULL;
969 if (ctx->gfx_pipeline_state.stages[i] != shader) {
970 ctx->gfx_pipeline_state.stages[i] = shader;
978 /* Copy the stream output info from the current vertex/geometry shader */
1320 struct d3d12_shader *shader = ctx->compute_state ? ctx->compute_state->current : NULL;
1321 if (ctx->compute_pipeline_state.stage != shader) {
1322 ctx->compute_pipeline_state.stage = shader;