/third_party/mesa3d/src/gallium/drivers/radeonsi/ |
H A D | si_debug_options.h | 1 OPT_BOOL(inline_uniforms, true, "Optimize shaders by replacing uniforms with literals")
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H A D | si_descriptors.c | 1267 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 D | si_shader.h | 719 unsigned inline_uniforms:1; member 754 unsigned inline_uniforms:1; member
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H A D | si_shader_nir.c | 351 if (sscreen->options.inline_uniforms) in si_finalize_nir()
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H A D | si_shader.c | 1335 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 D | si_state.h | 486 bool *inline_uniforms, uint32_t **inlined_values);
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H A D | si_state_shaders.cpp | 203 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) {
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H A D | si_shader_llvm.c | 1238 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()
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/third_party/mesa3d/src/gallium/drivers/zink/ |
H A D | zink_shader_keys.h | 90 unsigned inline_uniforms:1; member
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H A D | zink_screen.h | 198 bool inline_uniforms; member
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H A D | zink_program.c | 112 key->inline_uniforms = false; in get_shader_module_for_stage() 303 key->inline_uniforms = false; in update_cs_shader_module()
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H A D | zink_compiler.c | 2066 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()
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H A D | zink_screen.c | 2168 //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()
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H A D | zink_context.c | 1233 key->inline_uniforms = true; in zink_set_inlinable_constants() 1276 key->inline_uniforms = false; in invalidate_inlined_uniforms()
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/third_party/mesa3d/src/gallium/frontends/lavapipe/ |
H A D | lvp_execute.c | 269 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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