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Help
Searched
refs:dirty_3d
(Results
1 - 20
of
20
) sorted by relevance
/third_party/mesa3d/src/gallium/drivers/nouveau/nv50/
H
A
D
nv50_state_validate.c
191
if (!(nv50->
dirty_3d
&
in nv50_validate_scissor()
201
if ((nv50->
dirty_3d
& NV50_NEW_3D_FRAMEBUFFER) && !nv50->state.scissor)
in nv50_validate_scissor()
324
nv50->
dirty_3d
|= NV50_NEW_3D_VERTPROG;
in nv50_check_program_ucps()
327
nv50->
dirty_3d
|= NV50_NEW_3D_GMTYPROG;
in nv50_check_program_ucps()
357
if (nv50->
dirty_3d
& NV50_NEW_3D_CLIP) {
in nv50_validate_clip()
458
ctx_to->
dirty_3d
= ~0;
in nv50_switch_pipe_context()
468
ctx_to->
dirty_3d
&= ~(NV50_NEW_3D_VERTEX | NV50_NEW_3D_ARRAYS);
in nv50_switch_pipe_context()
471
ctx_to->
dirty_3d
&= ~NV50_NEW_3D_VERTPROG;
in nv50_switch_pipe_context()
473
ctx_to->
dirty_3d
&= ~NV50_NEW_3D_FRAGPROG;
in nv50_switch_pipe_context()
476
ctx_to->
dirty_3d
in nv50_switch_pipe_context()
[all...]
H
A
D
nv50_state.c
214
nv50->
dirty_3d
|= NV50_NEW_3D_BLEND;
in nv50_blend_state_bind()
351
nv50->
dirty_3d
|= NV50_NEW_3D_RASTERIZER;
in nv50_rasterizer_state_bind()
445
nv50->
dirty_3d
|= NV50_NEW_3D_ZSA;
in nv50_zsa_state_bind()
645
nv50_context(pipe)->
dirty_3d
|= NV50_NEW_3D_SAMPLERS;
in nv50_bind_sampler_states()
728
nv50->
dirty_3d
|= NV50_NEW_3D_TEXTURES;
in nv50_set_sampler_views()
801
nv50->
dirty_3d
|= NV50_NEW_3D_VERTPROG;
in nv50_vp_state_bind()
817
nv50->
dirty_3d
|= NV50_NEW_3D_FRAGPROG;
in nv50_fp_state_bind()
833
nv50->
dirty_3d
|= NV50_NEW_3D_GMTYPROG;
in nv50_gp_state_bind()
903
nv50->
dirty_3d
|= NV50_NEW_3D_CONSTBUF;
in nv50_set_constant_buffer()
949
nv50->
dirty_3d
|
in nv50_set_blend_color()
[all...]
H
A
D
nv50_context.c
220
nv50->
dirty_3d
|= NV50_NEW_3D_FRAMEBUFFER;
in nv50_invalidate_resource_storage()
230
nv50->
dirty_3d
|= NV50_NEW_3D_FRAMEBUFFER;
in nv50_invalidate_resource_storage()
246
nv50->
dirty_3d
|= NV50_NEW_3D_ARRAYS;
in nv50_invalidate_resource_storage()
262
nv50->
dirty_3d
|= NV50_NEW_3D_TEXTURES;
in nv50_invalidate_resource_storage()
282
nv50->
dirty_3d
|= NV50_NEW_3D_CONSTBUF;
in nv50_invalidate_resource_storage()
418
nv50->
dirty_3d
|= NV50_NEW_3D_SAMPLERS;
in nv50_create()
H
A
D
nv50_compute.c
178
nv50->
dirty_3d
|= NV50_NEW_3D_SAMPLERS;
in nv50_compute_validate_samplers()
192
nv50->
dirty_3d
|= NV50_NEW_3D_TEXTURES;
in nv50_compute_validate_textures()
205
nv50->
dirty_3d
|= NV50_NEW_3D_CONSTBUF;
in nv50_compute_invalidate_constbufs()
621
nv50->
dirty_3d
|= NV50_NEW_3D_FRAGPROG;
in nv50_launch_grid()
H
A
D
nv50_surface.c
361
nv50->
dirty_3d
|= NV50_NEW_3D_FRAMEBUFFER | NV50_NEW_3D_SCISSOR;
in nv50_clear_render_target()
449
nv50->
dirty_3d
|= NV50_NEW_3D_FRAMEBUFFER | NV50_NEW_3D_SCISSOR;
in nv50_clear_depth_stencil()
827
nv50->
dirty_3d
|= NV50_NEW_3D_FRAMEBUFFER | NV50_NEW_3D_SCISSOR;
in nv50_clear_buffer()
864
uint32_t
dirty_3d
;
member
1306
ctx->saved.
dirty_3d
= nv50->
dirty_3d
;
in nv50_blitctx_pre_blit()
1311
nv50->
dirty_3d
=
in nv50_blitctx_pre_blit()
1359
nv50->
dirty_3d
= blit->saved.
dirty_3d
|
in nv50_blitctx_post_blit()
H
A
D
nv50_shader_state.c
232
if (fp->mem && !(nv50->
dirty_3d
& (NV50_NEW_3D_FRAGPROG | NV50_NEW_3D_MIN_SAMPLES)))
in nv50_fragprog_validate()
373
if (nv50->
dirty_3d
& NV50_NEW_3D_FRAGPROG)
in nv50_validate_derived_rs()
443
if (!(nv50->
dirty_3d
& (NV50_NEW_3D_VERTPROG |
in nv50_fp_linkage_validate()
H
A
D
nv50_context.h
149
uint32_t
dirty_3d
; /* dirty flags for 3d state */
member
H
A
D
nv50_vbo.c
807
if (nv50->vbo_user && !(nv50->
dirty_3d
& (NV50_NEW_3D_ARRAYS | NV50_NEW_3D_VERTEX))) {
in nv50_draw_vbo()
809
nv50->
dirty_3d
|= NV50_NEW_3D_ARRAYS;
in nv50_draw_vbo()
/third_party/mesa3d/src/gallium/drivers/nouveau/nvc0/
H
A
D
nvc0_state.c
201
nvc0->
dirty_3d
|= NVC0_NEW_3D_BLEND;
in nvc0_blend_state_bind()
353
nvc0->
dirty_3d
|= NVC0_NEW_3D_RASTERIZER;
in nvc0_rasterizer_state_bind()
431
nvc0->
dirty_3d
|= NVC0_NEW_3D_ZSA;
in nvc0_zsa_state_bind()
501
nvc0_context(pipe)->
dirty_3d
|= NVC0_NEW_3D_SAMPLERS;
in nvc0_bind_sampler_states()
592
nvc0_context(pipe)->
dirty_3d
|= NVC0_NEW_3D_TEXTURES;
in nvc0_set_sampler_views()
662
nvc0->
dirty_3d
|= NVC0_NEW_3D_VERTPROG;
in nvc0_vp_state_bind()
678
nvc0->
dirty_3d
|= NVC0_NEW_3D_FRAGPROG;
in nvc0_fp_state_bind()
694
nvc0->
dirty_3d
|= NVC0_NEW_3D_GMTYPROG;
in nvc0_gp_state_bind()
710
nvc0->
dirty_3d
|= NVC0_NEW_3D_TCTLPROG;
in nvc0_tcp_state_bind()
726
nvc0->
dirty_3d
|
in nvc0_tep_state_bind()
[all...]
H
A
D
nvc0_context.c
304
nvc0->
dirty_3d
|= NVC0_NEW_3D_FRAMEBUFFER;
in nvc0_invalidate_resource_storage()
314
nvc0->
dirty_3d
|= NVC0_NEW_3D_FRAMEBUFFER;
in nvc0_invalidate_resource_storage()
324
nvc0->
dirty_3d
|= NVC0_NEW_3D_ARRAYS;
in nvc0_invalidate_resource_storage()
340
nvc0->
dirty_3d
|= NVC0_NEW_3D_TEXTURES;
in nvc0_invalidate_resource_storage()
360
nvc0->
dirty_3d
|= NVC0_NEW_3D_CONSTBUF;
in nvc0_invalidate_resource_storage()
377
nvc0->
dirty_3d
|= NVC0_NEW_3D_BUFFERS;
in nvc0_invalidate_resource_storage()
394
nvc0->
dirty_3d
|= NVC0_NEW_3D_SURFACES;
in nvc0_invalidate_resource_storage()
490
nvc0->
dirty_3d
|= NVC0_NEW_3D_TCTLPROG;
in nvc0_create()
552
nvc0->
dirty_3d
|= NVC0_NEW_3D_SAMPLERS;
in nvc0_create()
H
A
D
nvc0_state_validate.c
364
if (!(nvc0->
dirty_3d
& NVC0_NEW_3D_SCISSOR) &&
in nvc0_validate_scissor()
529
if (nvc0->
dirty_3d
& (NVC0_NEW_3D_CLIP | (NVC0_NEW_3D_VERTPROG << stage)))
in nvc0_validate_clip()
879
ctx_to->
dirty_3d
= ~0;
in nvc0_switch_pipe_context()
896
ctx_to->
dirty_3d
&= ~(NVC0_NEW_3D_VERTEX | NVC0_NEW_3D_ARRAYS);
in nvc0_switch_pipe_context()
899
ctx_to->
dirty_3d
&= ~NVC0_NEW_3D_VERTPROG;
in nvc0_switch_pipe_context()
901
ctx_to->
dirty_3d
&= ~NVC0_NEW_3D_FRAGPROG;
in nvc0_switch_pipe_context()
904
ctx_to->
dirty_3d
&= ~NVC0_NEW_3D_BLEND;
in nvc0_switch_pipe_context()
906
ctx_to->
dirty_3d
&= ~(NVC0_NEW_3D_RASTERIZER | NVC0_NEW_3D_SCISSOR);
in nvc0_switch_pipe_context()
908
ctx_to->
dirty_3d
&= ~NVC0_NEW_3D_ZSA;
in nvc0_switch_pipe_context()
999
ARRAY_SIZE(validate_list_3d), &nvc0->
dirty_3d
,
in nvc0_state_validate_3d()
[all...]
H
A
D
nvc0_compute.c
155
nvc0->
dirty_3d
|= NVC0_NEW_3D_SAMPLERS;
in nvc0_compute_validate_samplers()
173
nvc0->
dirty_3d
|= NVC0_NEW_3D_TEXTURES;
in nvc0_compute_validate_textures()
186
nvc0->
dirty_3d
|= NVC0_NEW_3D_CONSTBUF;
in nvc0_compute_invalidate_constbufs()
261
nvc0->
dirty_3d
|= NVC0_NEW_3D_DRIVERCONST;
in nvc0_compute_validate_driverconst()
352
nvc0->
dirty_3d
|= NVC0_NEW_3D_SURFACES;
in nvc0_compute_validate_surfaces()
H
A
D
nvc0_surface.c
366
nvc0->
dirty_3d
|= NVC0_NEW_3D_FRAMEBUFFER;
in nvc0_clear_render_target()
616
nvc0->
dirty_3d
|= NVC0_NEW_3D_FRAMEBUFFER;
in nvc0_clear_buffer()
688
nvc0->
dirty_3d
|= NVC0_NEW_3D_FRAMEBUFFER;
in nvc0_clear_depth_stencil()
836
uint32_t
dirty_3d
;
member
1111
ctx->saved.
dirty_3d
= nvc0->
dirty_3d
;
in nvc0_blitctx_pre_blit()
1120
nvc0->
dirty_3d
= NVC0_NEW_3D_FRAMEBUFFER | NVC0_NEW_3D_MIN_SAMPLES |
in nvc0_blitctx_pre_blit()
1181
nvc0->
dirty_3d
= blit->saved.
dirty_3d
|
in nvc0_blitctx_post_blit()
H
A
D
nvc0_shader_state.c
164
if (fp->mem && !(nvc0->
dirty_3d
& NVC0_NEW_3D_FRAGPROG)) {
in nvc0_fragprog_validate()
343
if (!(nvc0->
dirty_3d
& NVC0_NEW_3D_TFB_TARGETS))
in nvc0_tfb_validate()
H
A
D
nvc0_vbo.c
458
update_vertex = (nvc0->
dirty_3d
& NVC0_NEW_3D_VERTEX) ||
in nvc0_vertex_arrays_validate()
966
if (nvc0->vbo_user && !(nvc0->
dirty_3d
& (NVC0_NEW_3D_ARRAYS | NVC0_NEW_3D_VERTEX))) {
in nvc0_draw_vbo()
969
nvc0->
dirty_3d
|= NVC0_NEW_3D_ARRAYS;
in nvc0_draw_vbo()
971
if (!(nvc0->
dirty_3d
& NVC0_NEW_3D_ARRAYS) && nvc0->state.vbo_mode == 0) {
in nvc0_draw_vbo()
H
A
D
nvc0_context.h
189
uint32_t
dirty_3d
; /* dirty flags for 3d state */
member
H
A
D
nve4_compute.c
340
nvc0->
dirty_3d
|= NVC0_NEW_3D_SAMPLERS;
in nve4_compute_validate_samplers()
1021
nvc0->
dirty_3d
|= NVC0_NEW_3D_TEXTURES;
in nve4_compute_validate_textures()
/third_party/mesa3d/src/gallium/drivers/panfrost/
H
A
D
pan_helpers.c
82
ss->
dirty_3d
= dirty;
in panfrost_analyze_sysvals()
H
A
D
pan_context.h
308
unsigned
dirty_3d
, dirty_shader;
member
H
A
D
pan_cmdstream.c
2939
unsigned
dirty_3d
= ctx->dirty;
in panfrost_update_shader_state()
local
2966
if ((dirty & ss->dirty_shader) || (
dirty_3d
& ss->
dirty_3d
)) {
in panfrost_update_shader_state()
2977
(
dirty_3d
& FRAGMENT_RSD_DIRTY_MASK))) {
in panfrost_update_shader_state()
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