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Searched refs:ps_shader (Results 1 - 5 of 5) sorted by relevance

/third_party/mesa3d/src/gallium/drivers/r600/
H A Dr600_state_common.c776 value = rctx->ps_shader->info.file_count[TGSI_FILE_HW_ATOMIC]; in r600_get_hw_atomic_count()
779 value = rctx->ps_shader->info.file_count[TGSI_FILE_HW_ATOMIC] + in r600_get_hw_atomic_count()
783 value = rctx->ps_shader->info.file_count[TGSI_FILE_HW_ATOMIC] + in r600_get_hw_atomic_count()
788 value = rctx->ps_shader->info.file_count[TGSI_FILE_HW_ATOMIC] + in r600_get_hw_atomic_count()
831 if (rctx->ps_shader->current->shader.gs_prim_id_input && !rctx->gs_shader) { in r600_shader_selector_key()
833 key->vs.prim_id_out = rctx->ps_shader->current->shader.input[rctx->ps_shader->current->shader.ps_prim_id_input].spi_sid; in r600_shader_selector_key()
843 if (rctx->ps_shader->info.images_declared) in r600_shader_selector_key()
1105 rctx->ps_shader = (struct r600_pipe_shader_selector *)state; in r600_bind_ps_state()
1203 if (rctx->ps_shader in r600_delete_ps_state()
[all...]
H A Dr600_state.c2023 num_gprs[R600_HW_STAGE_PS] = rctx->ps_shader->current->shader.bc.ngpr; in r600_adjust_gprs()
2805 if (!rctx->ps_shader) { in r600_update_db_shader_control()
2810 !rctx->ps_shader->current->ps_depth_export; in r600_update_db_shader_control()
2812 db_shader_control = rctx->ps_shader->current->db_shader_control | in r600_update_db_shader_control()
2815 ps_conservative_z = rctx->ps_shader->current->shader.ps_conservative_z; in r600_update_db_shader_control()
H A Dr600_pipe.h569 struct r600_pipe_shader_selector *ps_shader; member
H A Dr600_blit.c75 util_blitter_save_fragment_shader(rctx->blitter, rctx->ps_shader); in r600_blitter_begin()
H A Devergreen_state.c3727 if (!rctx->ps_shader) { in evergreen_update_db_shader_control()
3732 !rctx->ps_shader->current->ps_depth_export; in evergreen_update_db_shader_control()
3734 db_shader_control = rctx->ps_shader->current->db_shader_control | in evergreen_update_db_shader_control()
3752 if (rctx->alphatest_state.sx_alpha_test_control || rctx->ps_shader->info.writes_memory) { in evergreen_update_db_shader_control()

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