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Searched refs:inline_uniforms (Results 1 - 15 of 15) sorted by relevance

/third_party/mesa3d/src/gallium/drivers/radeonsi/
H A Dsi_debug_options.h1 OPT_BOOL(inline_uniforms, true, "Optimize shaders by replacing uniforms with literals")
H A Dsi_descriptors.c1267 bool *inline_uniforms, uint32_t **inlined_values) in si_get_inline_uniform_state()
1270 *inline_uniforms = key->ps.opt.inline_uniforms; in si_get_inline_uniform_state()
1273 *inline_uniforms = key->ge.opt.inline_uniforms; in si_get_inline_uniform_state()
1283 bool inline_uniforms; in si_invalidate_inlinable_uniforms()
1285 si_get_inline_uniform_state(&sctx->shaders[shader].key, shader, &inline_uniforms, &inlined_values); in si_invalidate_inlinable_uniforms()
1287 if (inline_uniforms) { in si_invalidate_inlinable_uniforms()
1289 sctx->shaders[shader].key.ps.opt.inline_uniforms = false; in si_invalidate_inlinable_uniforms()
1291 sctx->shaders[shader].key.ge.opt.inline_uniforms in si_invalidate_inlinable_uniforms()
1266 si_get_inline_uniform_state(union si_shader_key *key, enum pipe_shader_type shader, bool *inline_uniforms, uint32_t **inlined_values) si_get_inline_uniform_state() argument
[all...]
H A Dsi_shader.h719 unsigned inline_uniforms:1; member
754 unsigned inline_uniforms:1; member
H A Dsi_shader_nir.c351 if (sscreen->options.inline_uniforms) in si_finalize_nir()
H A Dsi_shader.c1335 if (key->ge.opt.inline_uniforms) { in si_dump_shader_key()
1336 fprintf(f, " opt.inline_uniforms = %u (0x%x, 0x%x, 0x%x, 0x%x)\n", in si_dump_shader_key()
1337 key->ge.opt.inline_uniforms, in si_dump_shader_key()
1343 fprintf(f, " opt.inline_uniforms = 0\n"); in si_dump_shader_key()
1346 if (key->ps.opt.inline_uniforms) { in si_dump_shader_key()
1347 fprintf(f, " opt.inline_uniforms = %u (0x%x, 0x%x, 0x%x, 0x%x)\n", in si_dump_shader_key()
1348 key->ps.opt.inline_uniforms, in si_dump_shader_key()
1354 fprintf(f, " opt.inline_uniforms = 0\n"); in si_dump_shader_key()
1610 bool inline_uniforms = false; in si_get_nir_shader() local
1613 &inline_uniforms, in si_get_nir_shader()
[all...]
H A Dsi_state.h486 bool *inline_uniforms, uint32_t **inlined_values);
H A Dsi_state_shaders.cpp203 if (sel->screen->options.inline_uniforms) in si_get_ir_cache_key()
2703 if (key->opt.inline_uniforms &&
2710 local_key.opt.inline_uniforms = 0;
2897 if (state->key.ps.opt.inline_uniforms)
2902 if (state->key.ge.opt.inline_uniforms) {
H A Dsi_shader_llvm.c1238 shader_ls.key.ge.opt.inline_uniforms = false; /* only TCS can inline uniforms */ in si_llvm_compile_shader()
1296 shader_es.key.ge.opt.inline_uniforms = false; /* only GS can inline uniforms */ in si_llvm_compile_shader()
/third_party/mesa3d/src/gallium/drivers/zink/
H A Dzink_shader_keys.h90 unsigned inline_uniforms:1; member
H A Dzink_screen.h198 bool inline_uniforms; member
H A Dzink_program.c112 key->inline_uniforms = false; in get_shader_module_for_stage()
303 key->inline_uniforms = false; in update_cs_shader_module()
H A Dzink_compiler.c2066 if (key->inline_uniforms) { in zink_shader_compile()
2157 if (screen->driconf.inline_uniforms) { in zink_shader_compile()
3084 if (!screen->driconf.inline_uniforms) { in zink_shader_create()
3240 if (screen->driconf.inline_uniforms) in zink_shader_finalize()
H A Dzink_screen.c2168 //screen->driconf.inline_uniforms = driQueryOptionb(config->options, "radeonsi_inline_uniforms"); in zink_internal_create_screen()
2335 screen->driconf.inline_uniforms = debug_get_bool_option("ZINK_INLINE_UNIFORMS", screen->is_cpu); in zink_internal_create_screen()
H A Dzink_context.c1233 key->inline_uniforms = true; in zink_set_inlinable_constants()
1276 key->inline_uniforms = false; in invalidate_inlined_uniforms()
/third_party/mesa3d/src/gallium/frontends/lavapipe/
H A Dlvp_execute.c269 uint32_t inline_uniforms[MAX_INLINABLE_UNIFORMS]; in update_inline_shader_state() local
285 memcpy(&inline_uniforms[i], &state->push_constants[offset], sizeof(uint32_t)); in update_inline_shader_state()
291 memcpy(&inline_uniforms[i], &block[ubo_offset], sizeof(uint32_t)); in update_inline_shader_state()
298 NIR_PASS_V(nir, lvp_inline_uniforms, pipeline, inline_uniforms, 0); in update_inline_shader_state()
312 memcpy(&inline_uniforms[i], map + offset, sizeof(uint32_t)); in update_inline_shader_state()
315 NIR_PASS_V(nir, lvp_inline_uniforms, pipeline, inline_uniforms, slot); in update_inline_shader_state()

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