Lines Matching defs:groups

38                          enum mesa_vk_graphics_state_groups groups)
42 if (groups & MESA_VK_GRAPHICS_STATE_VERTEX_INPUT_BIT) {
47 if (groups & MESA_VK_GRAPHICS_STATE_INPUT_ASSEMBLY_BIT) {
52 if (groups & MESA_VK_GRAPHICS_STATE_TESSELLATION_BIT)
55 if (groups & MESA_VK_GRAPHICS_STATE_VIEWPORT_BIT) {
62 if (groups & MESA_VK_GRAPHICS_STATE_DISCARD_RECTANGLES_BIT)
65 if (groups & MESA_VK_GRAPHICS_STATE_RASTERIZATION_BIT) {
75 if (groups & MESA_VK_GRAPHICS_STATE_FRAGMENT_SHADING_RATE_BIT)
78 if (groups & MESA_VK_GRAPHICS_STATE_MULTISAMPLE_BIT)
81 if (groups & MESA_VK_GRAPHICS_STATE_DEPTH_STENCIL_BIT) {
94 if (groups & MESA_VK_GRAPHICS_STATE_COLOR_BLEND_BIT) {
104 enum mesa_vk_graphics_state_groups groups = 0;
107 groups |= MESA_VK_GRAPHICS_STATE_VERTEX_INPUT_BIT;
111 groups |= MESA_VK_GRAPHICS_STATE_INPUT_ASSEMBLY_BIT;
114 groups |= MESA_VK_GRAPHICS_STATE_FRAGMENT_SHADING_RATE_BIT;
126 groups |= MESA_VK_GRAPHICS_STATE_DEPTH_STENCIL_BIT;
128 return groups;
133 enum mesa_vk_graphics_state_groups groups)
137 get_dynamic_state_groups(all_dynamic, groups);
1002 enum mesa_vk_graphics_state_groups groups = 0;
1005 if (state->s != NULL) groups |= STATE
1011 return groups | fully_dynamic_state_groups(state->dynamic);
1019 enum mesa_vk_graphics_state_groups groups =
1021 validate_dynamic_state_groups(state->dynamic, groups);
1062 * First, figure out which library-level shader/state groups we need
1098 * multiple library groups.
1448 * based on what groups we actually had.
1450 enum mesa_vk_graphics_state_groups groups = 0;
1468 groups |= STATE; \
1475 /* Mask off all but the groups we actually found */
1476 get_dynamic_state_groups(dyn->set, groups);