Lines Matching defs:shader
437 * "If it is mip-mapped and running on the vertex shader,
2184 enum pipe_shader_type shader)
2426 /* The backend takes ownership of the NIR shader on state
2476 copy_uniform_state_to_shader(struct vc4_compiled_shader *shader,
2480 struct vc4_shader_uniform_info *uinfo = &shader->uniforms;
2483 uinfo->data = ralloc_array(shader, uint32_t, count);
2486 uinfo->contents = ralloc_array(shader, enum quniform_contents, count);
2491 vc4_set_shader_uniform_dirty_flags(shader);
2496 struct vc4_compiled_shader *shader)
2501 inputs.input_slots = ralloc_array(shader,
2529 shader->color_inputs |= (1 << inputs.num_inputs);
2535 shader->num_inputs = inputs.num_inputs;
2540 * new one is bound using separate shader objects) but the inputs
2545 shader->fs_inputs = entry->key;
2555 shader->fs_inputs = alloc_inputs;
2577 struct vc4_compiled_shader *shader;
2589 shader = rzalloc(NULL, struct vc4_compiled_shader);
2591 shader->program_id = vc4->next_compiled_program_id++;
2593 vc4_setup_compiled_fs_inputs(vc4, c, shader);
2598 shader->disable_early_z = true;
2600 shader->num_inputs = c->num_inputs;
2602 shader->vattr_offsets[0] = 0;
2604 shader->vattr_offsets[i + 1] =
2605 shader->vattr_offsets[i] + c->vattr_sizes[i];
2608 shader->vattrs_live |= (1 << i);
2612 shader->failed = c->failed;
2614 shader->failed = true;
2616 copy_uniform_state_to_shader(shader, c);
2617 shader->bo = vc4_bo_alloc_shader(vc4->screen, c->qpu_insts,
2622 shader->fs_threaded = c->fs_threaded;
2628 1 + shader->fs_threaded);
2634 dup_key = rzalloc_size(shader, key_size); /* TODO: don't use rzalloc */
2636 _mesa_hash_table_insert(ht, dup_key, shader);
2638 return shader;
2861 struct vc4_compiled_shader *shader = entry->data;
2863 vc4_bo_unreference(&shader->bo);
2865 if (shader == *last_compile)
2868 ralloc_free(shader);
2935 struct vc4_compiled_shader *shader = entry->data;
2936 vc4_bo_unreference(&shader->bo);
2937 ralloc_free(shader);
2942 struct vc4_compiled_shader *shader = entry->data;
2943 vc4_bo_unreference(&shader->bo);
2944 ralloc_free(shader);