Lines Matching defs:state
83 struct pipe_shader_state state;
84 memset(&state, 0, sizeof state);
85 state.tokens = tokens;
90 handle = pipe->create_fs_state(pipe, &state);
93 handle = pipe->create_vs_state(pipe, &state);
96 handle = pipe->create_gs_state(pipe, &state);
188 * Update the driver's currently bound sampler state.
218 * Update the driver's currently bound sampler state.
317 if (pShader->state.tokens) {
318 ureg_free_tokens(pShader->state.tokens);
454 struct pipe_sampler_state state;
456 memset(&state, 0, sizeof state);
459 state.seamless_cube_map = 1;
462 state.wrap_s = translate_address_mode(pSamplerDesc->AddressU);
463 state.wrap_t = translate_address_mode(pSamplerDesc->AddressV);
464 state.wrap_r = translate_address_mode(pSamplerDesc->AddressW);
467 state.min_img_filter = translate_min_filter(pSamplerDesc->Filter);
468 state.mag_img_filter = translate_mag_filter(pSamplerDesc->Filter);
469 state.min_mip_filter = translate_mip_filter(pSamplerDesc->Filter);
472 state.max_anisotropy = pSamplerDesc->MaxAnisotropy;
481 state.compare_mode = PIPE_TEX_COMPARE_R_TO_TEXTURE;
482 state.compare_func = translate_comparison(pSamplerDesc->ComparisonFunc);
485 state.normalized_coords = 1;
488 state.lod_bias = pSamplerDesc->MipLODBias;
489 state.min_lod = pSamplerDesc->MinLOD;
490 state.max_lod = pSamplerDesc->MaxLOD;
493 state.border_color.f[0] = pSamplerDesc->BorderColor[0];
494 state.border_color.f[1] = pSamplerDesc->BorderColor[1];
495 state.border_color.f[2] = pSamplerDesc->BorderColor[2];
496 state.border_color.f[3] = pSamplerDesc->BorderColor[3];
498 pSamplerState->handle = pipe->create_sampler_state(pipe, &state);
552 memset(&pShader->state, 0, sizeof pShader->state);
553 pShader->state.tokens = Shader_tgsi_translate(pCode, pShader->output_mapping);
555 pShader->handle = pipe->create_vs_state(pipe, &pShader->state);
580 void *state = CastPipeShader(hShader);
583 if (!state) {
584 state = pDevice->empty_vs;
587 pipe->bind_vs_state(pipe, state);
688 memset(&pShader->state, 0, sizeof pShader->state);
689 pShader->state.tokens = Shader_tgsi_translate(pShaderCode, pShader->output_mapping);
691 pShader->handle = pipe->create_gs_state(pipe, &pShader->state);
714 void *state = CastPipeShader(hShader);
719 if (pShader && !pShader->state.tokens) {
723 pipe->bind_gs_state(pipe, state);
851 memset(&pShader->state, 0, sizeof pShader->state);
853 pShader->state.tokens = Shader_tgsi_translate(pData->pShaderCode,
856 pShader->output_resolved = (pShader->state.tokens != NULL);
883 pShader->state.stream_output.output[idx].start_component =
885 pShader->state.stream_output.output[idx].num_components =
887 pShader->state.stream_output.output[idx].output_buffer =
889 pShader->state.stream_output.output[idx].register_index =
891 pShader->state.stream_output.output[idx].dst_offset =
898 pShader->state.stream_output.num_outputs = pData->NumEntries - num_holes;
902 pShader->state.stream_output.stride[i] =
905 pShader->state.stream_output.stride[i] = total_components[i];
909 pShader->handle = pipe->create_gs_state(pipe, &pShader->state);
1004 memset(&pShader->state, 0, sizeof pShader->state);
1005 pShader->state.tokens = Shader_tgsi_translate(pShaderCode,
1008 pShader->handle = pipe->create_fs_state(pipe, &pShader->state);
1032 void *state = CastPipeShader(hShader);
1034 if (!state) {
1035 state = pDevice->empty_fs;
1038 pipe->bind_fs_state(pipe, state);
1406 if (!shader || !shader->state.tokens)