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Searched refs:loop_level (Results 1 - 6 of 6) sorted by relevance

/third_party/mesa3d/src/gallium/drivers/r600/sb/
H A Dsb_shader.cpp334 bb_node* shader::create_bb(unsigned id, unsigned loop_level) { in create_bb() argument
335 bb_node* n = new (pool.allocate(sizeof(bb_node))) bb_node(id, loop_level); in create_bb()
521 void shader::create_bbs(container_node* n, bbs_vec &bbs, int loop_level) { in create_bbs() argument
538 bb_node *bb = create_bb(bbs.size(), loop_level); in create_bbs()
553 loop_level + loop); in create_bbs()
564 bb_node *bb = create_bb(bbs.size(), loop_level); in create_bbs()
575 bb_node *bb = create_bb(bbs.size(), loop_level); in create_bbs()
H A Dsb_shader.h370 bb_node* create_bb(unsigned id, unsigned loop_level);
386 void create_bbs(container_node* n, bbs_vec &bbs, int loop_level = 0);
H A Dsb_gcm.cpp610 // For now just check if top_bb's loop_level is higher than of in bu_find_best_bb()
613 if (top_bb->loop_level <= best_bb->loop_level) { in bu_find_best_bb()
627 if (bb->loop_level < best_bb->loop_level) in bu_find_best_bb()
H A Dsb_ir.h1165 bb_node(unsigned id, unsigned loop_level) in bb_node() argument
1166 : container_node(NT_LIST, NST_BB), id(id), loop_level(loop_level) {} in bb_node()
1169 unsigned loop_level; member in r600_sb::bb_node
H A Dsb_dump.cpp90 sblog << "{ BB_" << n.id << " loop_level = " << n.loop_level << " "; in visit()
/third_party/mesa3d/src/gallium/frontends/nine/
H A Dnine_shader.c949 int loop_level = tx->loop_depth - 1; in tx_get_loopal() local
951 while (loop_level >= 0) { in tx_get_loopal()
953 if (tx->loop_or_rep[loop_level]) in tx_get_loopal()
955 return ureg_scalar(ureg_src(tx->regs.rL[loop_level]), TGSI_SWIZZLE_Y); in tx_get_loopal()
956 loop_level--; in tx_get_loopal()

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