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Searched refs:fs_threaded (Results 1 – 6 of 6) sorted by relevance

/external/mesa3d/src/gallium/drivers/vc4/
Dvc4_register_allocate.c390 vc4->reg_class_any[c->fs_threaded]); in vc4_register_allocate()
394 vc4->reg_class_a_or_b[c->fs_threaded]); in vc4_register_allocate()
398 vc4->reg_class_a_or_b_or_acc[c->fs_threaded]); in vc4_register_allocate()
402 vc4->reg_class_r4_or_a[c->fs_threaded]); in vc4_register_allocate()
406 vc4->reg_class_a[c->fs_threaded]); in vc4_register_allocate()
416 if (c->fs_threaded) { in vc4_register_allocate()
442 if (!c->fs_threaded) { in vc4_register_allocate()
Dvc4_qir_schedule.c347 if (state.tfreq_count == (c->fs_threaded ? 4 : 8)) { in calculate_forward_deps()
370 (c->fs_threaded ? 2 : 4)) in calculate_forward_deps()
Dvc4_program.c77 if (!c->fs_threaded) in ntq_emit_thrsw()
2220 struct vc4_key *key, bool fs_threaded) in vc4_shader_ntq() argument
2230 c->fs_threaded = fs_threaded; in vc4_shader_ntq()
2361 if (c->fs_threaded && !c->last_thrsw_at_top_level) { in vc4_shader_ntq()
2626 shader->fs_threaded = c->fs_threaded; in vc4_get_compiled_shader()
2665 1 + shader->fs_threaded); in vc4_get_compiled_shader()
Dvc4_context.h180 bool fs_threaded; member
Dvc4_draw.c155 !vc4->prog.fs->fs_threaded; in vc4_emit_gl_shader_state()
Dvc4_qir.h539 bool fs_threaded; member