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Searched refs:_Shader (Results 1 - 25 of 27) sorted by relevance

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/third_party/mesa3d/src/mesa/main/
H A Duniforms.c189 _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 1); in _mesa_Uniform1f()
199 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 2); in _mesa_Uniform2f()
210 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 3); in _mesa_Uniform3f()
223 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 4); in _mesa_Uniform4f()
230 _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 1); in _mesa_Uniform1i()
240 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 2); in _mesa_Uniform2i()
251 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 3); in _mesa_Uniform3i()
263 _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 4); in _mesa_Uniform4i()
270 _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 1); in _mesa_Uniform1fv()
277 _mesa_uniform(location, count, value, ctx, ctx->_Shader in _mesa_Uniform2fv()
[all...]
H A Dstate.c100 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in _mesa_update_allow_draw_out_of_order()
102 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in _mesa_update_allow_draw_out_of_order()
104 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in _mesa_update_allow_draw_out_of_order()
106 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in _mesa_update_allow_draw_out_of_order()
108 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in _mesa_update_allow_draw_out_of_order()
170 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in update_program()
172 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in update_program()
174 ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in update_program()
176 ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in update_program()
178 ctx->_Shader in update_program()
[all...]
H A Dcompute.c51 if (ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE] == NULL) { in check_valid_to_compute()
98 struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in validate_DispatchCompute()
121 struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in validate_DispatchComputeGroupSizeARB()
277 struct gl_program *prog = ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in valid_dispatch_indirect()
329 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in dispatch_compute()
374 ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in dispatch_compute_indirect()
H A Dpipelineobj.c103 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default); in _mesa_init_pipeline()
125 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL); in _mesa_free_pipeline_data()
259 if (pipe == ctx->_Shader) in use_program_stages()
340 if (ctx->_Shader == pipe) { in _mesa_UseProgramStages()
415 if (pipe == ctx->_Shader) in active_shader_program()
451 if (ctx->_Shader->Name == pipeline) in bind_program_pipeline()
523 if (&ctx->Shader != ctx->_Shader) { in _mesa_bind_pipeline()
530 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, pipe); in _mesa_bind_pipeline()
533 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, in _mesa_bind_pipeline()
538 struct gl_program *prog = ctx->_Shader in _mesa_bind_pipeline()
[all...]
H A Dprogram_binary.c293 if (ctx->_Shader) in _mesa_program_binary()
295 if (ctx->_Shader->CurrentProgram[stage] && in _mesa_program_binary()
296 ctx->_Shader->CurrentProgram[stage]->Id == sh_prog->Name) { in _mesa_program_binary()
325 _mesa_use_program(ctx, stage, sh_prog, prog, ctx->_Shader); in _mesa_program_binary()
H A Dshaderapi.c243 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL); in _mesa_free_shader_state()
637 if (ctx->_Shader->ActiveProgram) in get_handle()
638 return ctx->_Shader->ActiveProgram->Name; in get_handle()
1219 if (ctx->_Shader->Flags & GLSL_DUMP) { in _mesa_compile_shader()
1232 if (ctx->_Shader->Flags & GLSL_LOG) { in _mesa_compile_shader()
1236 if (ctx->_Shader->Flags & GLSL_DUMP) { in _mesa_compile_shader()
1257 if (ctx->_Shader->Flags & GLSL_DUMP_ON_ERROR) { in _mesa_compile_shader()
1264 if (ctx->_Shader->Flags & GLSL_REPORT_ERRORS) { in _mesa_compile_shader()
1319 if (ctx->_Shader) in link_program()
1321 if (ctx->_Shader in link_program()
[all...]
H A Ddraw_validate.c53 struct gl_pipeline_object *shader = ctx->_Shader; in _mesa_update_valid_to_render_state()
142 ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in _mesa_update_valid_to_render_state()
H A Dstate.h105 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] || in _mesa_vertex_program_two_side_enabled()
H A Dff_fragment_shader.cpp175 ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] != NULL; in filter_fp_input_mask()
231 if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY] != NULL) in filter_fp_input_mask()
232 vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in filter_fp_input_mask()
233 else if (ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL] != NULL) in filter_fp_input_mask()
234 vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in filter_fp_input_mask()
236 vprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in filter_fp_input_mask()
H A Duniform_query.cpp1200 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) { in validate_uniform()
1237 ctx->_Shader->Validated = ctx->_Shader->UserValidated = GL_FALSE; in validate_uniform()
1913 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
2058 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
H A Dtransformfeedback.c325 if (ctx->_Shader->CurrentProgram[i] != NULL) in get_xfb_source()
326 return ctx->_Shader->CurrentProgram[i]; in get_xfb_source()
H A Dtexstate.c899 memcpy(prog, ctx->_Shader->CurrentProgram, sizeof(prog)); in _mesa_update_texture_state()
H A Darbprogram.c423 if (ctx->_Shader->Flags & GLSL_DUMP) { in set_program_string()
/third_party/mesa3d/src/mesa/state_tracker/
H A Dst_atom_atomicbuf.c102 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in st_bind_vs_atomics()
111 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in st_bind_fs_atomics()
120 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in st_bind_gs_atomics()
129 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in st_bind_tcs_atomics()
138 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in st_bind_tes_atomics()
151 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_bind_cs_atomics()
H A Dst_atom_storagebuf.c98 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in st_bind_vs_ssbos()
106 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in st_bind_fs_ssbos()
114 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in st_bind_gs_ssbos()
122 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in st_bind_tcs_ssbos()
130 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in st_bind_tes_ssbos()
138 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_bind_cs_ssbos()
H A Dst_atom_image.c187 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in st_bind_vs_images()
195 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in st_bind_fs_images()
203 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in st_bind_gs_images()
211 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in st_bind_tcs_images()
219 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in st_bind_tes_images()
227 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_bind_cs_images()
H A Dst_atom_constbuf.c304 st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; in st_bind_vs_ubos()
313 st->ctx->_Shader->CurrentProgram[MESA_SHADER_FRAGMENT]; in st_bind_fs_ubos()
322 st->ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; in st_bind_gs_ubos()
331 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_CTRL]; in st_bind_tcs_ubos()
340 st->ctx->_Shader->CurrentProgram[MESA_SHADER_TESS_EVAL]; in st_bind_tes_ubos()
349 st->ctx->_Shader->CurrentProgram[MESA_SHADER_COMPUTE]; in st_bind_cs_ubos()
H A Dst_shader_cache.c120 if (st->ctx->_Shader->Flags & GLSL_CACHE_INFO) { in st_store_nir_in_disk_cache()
193 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { in st_deserialise_nir_program()
227 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { in st_load_nir_from_disk_cache()
H A Dst_atom_clip.c54 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) in st_update_clip()
H A Dst_glsl_to_nir.cpp573 if (st->ctx->_Shader->Flags & GLSL_DUMP) { in st_glsl_to_nir_post_opts()
717 if (ctx->_Shader->Flags & GLSL_DUMP) { in st_link_nir()
H A Dst_program.c646 bool use_eye = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] != NULL; in lower_ucp()
/third_party/mesa3d/src/compiler/glsl/
H A Dshader_cache.cpp135 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { in shader_cache_write_program_metadata()
232 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { in shader_cache_read_program_metadata()
249 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { in shader_cache_read_program_metadata()
H A Dglsl_parser_extras.cpp2170 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
2334 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
/third_party/mesa3d/src/mesa/program/
H A Dlink_program.cpp102 if (ctx->_Shader->Flags & GLSL_DUMP) { in _mesa_glsl_link_shader()
/third_party/vk-gl-cts/external/openglcts/modules/gl/
H A Dgl4cES31CompatibilityTests.cpp359 struct _Shader in createProgram() struct

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