Lines Matching refs:rebind
244 if (svga->rebind.flags.rendertargets) {
251 if (svga->rebind.flags.texture_samplers) {
258 if (svga->rebind.flags.vs) {
265 if (svga->rebind.flags.fs) {
408 /* rebind the shader resources if needed */
409 if (svga->rebind.flags.texture_samplers) {
422 svga->rebind.flags.texture_samplers = FALSE;
457 if (svga->rebind.flags.constbufs) {
490 if (svga->rebind.flags.constbufs && handle) {
512 if (svga->rebind.flags.constbufs && handle) {
522 svga->rebind.flags.constbufs = FALSE;
538 bool rebind = svga->rebind.flags.images;
555 &svga->state.hw_draw.image_views[shader][0], rebind);
561 svga->rebind.flags.images = FALSE;
577 bool rebind = svga->rebind.flags.shaderbufs;
594 &svga->state.hw_draw.shader_buffers[shader][0], rebind);
600 svga->rebind.flags.shaderbufs = FALSE;
605 svga->rebind.flags.atomicbufs);
610 svga->rebind.flags.atomicbufs = FALSE;
624 * same buffers, we shouldn't have to rebind them.
806 * need to rebind the resources.
829 svga->rebind.flags.vertexbufs;
918 svga->rebind.flags.vertexbufs = FALSE;
954 !svga->rebind.flags.indexbuf) {
990 svga->rebind.flags.indexbuf = FALSE;
1018 if (svga->rebind.val) {
1032 /* No need to explicitly rebind index buffer and vertex buffers here.
1056 if (svga->rebind.flags.uav) {