/third_party/mesa3d/src/mesa/main/ |
H A D | uniforms.c | 189 _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 D | state.c | 100 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 D | compute.c | 51 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()
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H A D | pipelineobj.c | 103 _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 D | program_binary.c | 293 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()
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H A D | shaderapi.c | 243 _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 D | draw_validate.c | 53 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()
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H A D | state.h | 105 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] || in _mesa_vertex_program_two_side_enabled()
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H A D | ff_fragment_shader.cpp | 175 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()
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H A D | uniform_query.cpp | 1200 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)) {
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H A D | transformfeedback.c | 325 if (ctx->_Shader->CurrentProgram[i] != NULL) in get_xfb_source() 326 return ctx->_Shader->CurrentProgram[i]; in get_xfb_source()
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H A D | texstate.c | 899 memcpy(prog, ctx->_Shader->CurrentProgram, sizeof(prog)); in _mesa_update_texture_state()
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H A D | arbprogram.c | 423 if (ctx->_Shader->Flags & GLSL_DUMP) { in set_program_string()
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/third_party/mesa3d/src/mesa/state_tracker/ |
H A D | st_atom_atomicbuf.c | 102 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()
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H A D | st_atom_storagebuf.c | 98 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()
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H A D | st_atom_image.c | 187 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()
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H A D | st_atom_constbuf.c | 304 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()
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H A D | st_shader_cache.c | 120 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()
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H A D | st_atom_clip.c | 54 if (ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]) in st_update_clip()
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H A D | st_glsl_to_nir.cpp | 573 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()
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H A D | st_program.c | 646 bool use_eye = st->ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX] != NULL; in lower_ucp()
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/third_party/mesa3d/src/compiler/glsl/ |
H A D | shader_cache.cpp | 135 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()
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H A D | glsl_parser_extras.cpp | 2170 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { 2334 if (ctx->_Shader->Flags & GLSL_CACHE_INFO) {
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/third_party/mesa3d/src/mesa/program/ |
H A D | link_program.cpp | 102 if (ctx->_Shader->Flags & GLSL_DUMP) { in _mesa_glsl_link_shader()
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/third_party/vk-gl-cts/external/openglcts/modules/gl/ |
H A D | gl4cES31CompatibilityTests.cpp | 359 struct _Shader in createProgram() struct
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