Lines Matching refs:slot
47 assign_vue_slot(struct brw_vue_map *vue_map, int varying, int slot)
49 /* Make sure this varying hasn't been assigned a slot already */
52 vue_map->varying_to_slot[varying] = slot;
53 vue_map->slot_to_varying[slot] = varying;
75 * read/write gl_ClipDistance, which has a fixed slot location.
76 * We have to assume the worst and reserve a slot for it, or else
77 * the rest of our varyings will be off by a slot.
90 * own varying slots -- they are stored in the first VUE slot
108 int slot = 0;
125 assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++);
126 assign_vue_slot(vue_map, BRW_VARYING_SLOT_NDC, slot++);
127 assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++);
136 assign_vue_slot(vue_map, VARYING_SLOT_PSIZ, slot++);
137 assign_vue_slot(vue_map, VARYING_SLOT_POS, slot++);
145 vue_map->slot_to_varying[slot++] = VARYING_SLOT_POS;
150 assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST0, slot++);
152 assign_vue_slot(vue_map, VARYING_SLOT_CLIP_DIST1, slot++);
157 slot += slot % 2;
164 assign_vue_slot(vue_map, VARYING_SLOT_COL0, slot++);
166 assign_vue_slot(vue_map, VARYING_SLOT_BFC0, slot++);
168 assign_vue_slot(vue_map, VARYING_SLOT_COL1, slot++);
170 assign_vue_slot(vue_map, VARYING_SLOT_BFC1, slot++);
183 * We generally don't need to assign a slot for VARYING_SLOT_CLIP_VERTEX,
192 assign_vue_slot(vue_map, varying, slot++);
197 const int first_generic_slot = slot;
202 slot = first_generic_slot + varying - VARYING_SLOT_VAR0;
204 assign_vue_slot(vue_map, varying, slot++);
208 vue_map->num_slots = slot;
244 int slot = 0;
251 * identify them by distinct slot locations.
253 assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_INNER, slot++);
254 assign_vue_slot(vue_map, VARYING_SLOT_TESS_LEVEL_OUTER, slot++);
260 assign_vue_slot(vue_map, varying + VARYING_SLOT_PATCH0, slot++);
266 vue_map->num_per_patch_slots = slot;
272 assign_vue_slot(vue_map, varying, slot++);
277 vue_map->num_per_vertex_slots = slot - vue_map->num_per_patch_slots;
278 vue_map->num_slots = slot;
282 varying_name(brw_varying_slot slot, gl_shader_stage stage)
284 assume(slot < BRW_VARYING_SLOT_COUNT);
286 if (slot < VARYING_SLOT_MAX)
287 return gl_varying_slot_name_for_stage((gl_varying_slot)slot, stage);
295 return brw_names[slot - VARYING_SLOT_MAX];