/external/mesa3d/src/compiler/nir/ |
D | nir_lower_passthrough_edgeflags.c | 38 in = nir_variable_create(shader, nir_var_shader_in, in lower_impl() 42 out = nir_variable_create(shader, nir_var_shader_out, in lower_impl()
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D | nir_lower_drawpixels.c | 57 texcoord = nir_variable_create(state->shader, in get_texcoord() 72 nir_variable *var = nir_variable_create(shader, in create_uniform()
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D | nir_lower_bitmap.c | 70 texcoord = nir_variable_create(shader, in get_texcoord()
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D | nir_lower_io_types.c | 60 nir_variable *nvar = nir_variable_create(state->shader, var->data.mode, in get_new_var()
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D | nir_lower_atomics_to_ssbo.c | 215 ssbo = nir_variable_create(shader, nir_var_shader_storage, in nir_lower_atomics_to_ssbo()
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D | nir_lower_samplers_as_deref.c | 148 var = nir_variable_create(state->shader, nir_var_uniform, deref->deref.type, path); in lower_deref()
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D | nir_lower_wpos_ytransform.c | 54 nir_variable *var = nir_variable_create(state->shader, in get_transform()
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/external/mesa3d/src/intel/blorp/ |
D | blorp_clear.c | 67 nir_variable *frag_color = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_clear_kernel() 128 nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs() 132 nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs() 143 nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs() 147 nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs() 155 nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs() 159 nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs() 812 nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_mcs_partial_resolve_kernel()
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D | blorp_nir_builder.h | 30 nir_variable_create(b->shader, nir_var_shader_in, in blorp_nir_frag_coord()
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D | blorp_priv.h | 149 nir_variable *input = nir_variable_create((shader), nir_var_shader_in, \
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D | blorp_blit.c | 87 v->frag_coord = nir_variable_create(b->shader, nir_var_shader_in, in brw_blorp_blit_vars_init() 92 v->color_out = nir_variable_create(b->shader, nir_var_shader_out, in brw_blorp_blit_vars_init()
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/external/mesa3d/src/intel/vulkan/ |
D | anv_nir_lower_multiview.c | 130 nir_variable_create(b->shader, nir_var_shader_in, in build_view_index() 214 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview() 220 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
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D | anv_nir_lower_input_attachments.c | 35 nir_variable *pos = nir_variable_create(b->shader, nir_var_shader_in, in load_frag_coord()
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/external/mesa3d/src/amd/vulkan/ |
D | radv_meta_blit.c | 43 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_vertex_shader() 47 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_vertex_shader() 114 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader() 129 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, in build_nir_copy_fragment_shader() 148 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_copy_fragment_shader() 168 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader_depth() 183 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, in build_nir_copy_fragment_shader_depth() 202 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_copy_fragment_shader_depth() 222 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader_stencil() 237 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, in build_nir_copy_fragment_shader_stencil() [all …]
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D | radv_meta_blit2d.c | 374 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_vertex_shader() 378 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_vertex_shader() 433 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, in build_nir_texel_fetch() 480 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, in build_nir_buffer_fetch() 533 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader() 537 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_copy_fragment_shader() 562 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader_depth() 566 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_copy_fragment_shader_depth() 591 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, in build_nir_copy_fragment_shader_stencil() 595 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_copy_fragment_shader_stencil()
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D | radv_meta_resolve_fs.c | 43 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, in build_nir_vertex_shader() 69 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_resolve_fragment_shader() 74 nir_variable *fs_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "fs_pos_in"); in build_resolve_fragment_shader() 77 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in build_resolve_fragment_shader()
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D | radv_meta_bufimage.c | 53 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_itob_compute_shader() 58 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_itob_compute_shader() 279 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_btoi_compute_shader() 284 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_btoi_compute_shader() 499 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_itoi_compute_shader() 504 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_itoi_compute_shader() 712 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_nir_cleari_compute_shader()
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D | radv_meta_clear.c | 56 nir_variable_create(vs_b.shader, nir_var_shader_out, position_type, in build_color_shaders() 69 nir_variable_create(fs_b.shader, nir_var_shader_out, color_type, in build_color_shaders() 80 nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type, in build_color_shaders() 416 nir_variable_create(vs_b.shader, nir_var_shader_out, position_out_type, in build_depthstencil_shader() 433 nir_variable_create(vs_b.shader, nir_var_shader_out, layer_type, in build_depthstencil_shader()
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D | radv_meta_resolve_cs.c | 93 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_resolve_compute_shader() 98 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_resolve_compute_shader()
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D | radv_meta_fast_clear.c | 51 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, in build_dcc_decompress_compute_shader() 56 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, in build_dcc_decompress_compute_shader()
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D | radv_meta_resolve.c | 45 f_color = nir_variable_create(b.shader, nir_var_shader_out, vec4, in build_nir_fs()
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D | radv_meta.c | 473 v_position = nir_variable_create(b.shader, nir_var_shader_out, vec4, in radv_meta_build_nir_vs_generate_vertices()
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
D | brw_tcs.c | 60 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0"); in create_passthrough_tcs() 62 var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_1"); in create_passthrough_tcs()
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/external/mesa3d/src/mesa/state_tracker/ |
D | st_nir_lower_builtin.c | 140 nir_variable_create(shader, nir_var_uniform, glsl_vec4_type(), name); in get_variable()
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/external/mesa3d/src/gallium/drivers/vc4/ |
D | vc4_nir_lower_blend.c | 560 nir_variable *sample_mask = nir_variable_create(c->s, nir_var_shader_out, in vc4_nir_store_sample_mask()
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